Strategier Undead Undead
Hero Guide
1.03 - May be valid in
higher versions
Undead has unique playing style that is comparable to mixture of Zerg
and Protoss from starcraft. The undead heroes, at first glance are
usually hard to use compared to other more straightforward heroes such
as archmage or tauren chieftian. As the second installment of my hero
guides, I will try to explain how to use Undead heroes most effectively
with their respective skills
1) Death Knight
The first of undead hero has a huge misty sword to kill ground units and
three skills: Death coil / Death pact and Animate dead. Contrary to
popular belief, death knight isn’t simply the counterpart of human
paladin, but is rather an offensive hero. He is also extremely hard to
catch because of his speed.
Death coil : 75 mana / Cool down speed : fast
Level 1 : heals 150 hp for friendly undead units / damages for 75
Level 2 : heals 250 hp for friendly undead units / damages for 125
Level 3 : heals 350 hp for friendly undead units / damages for 175
This skill is the skill of choice for death knight throughout the game.
The healing effect of this spell is huge and so is the damage dealt to
single target. It is primarily used for early support for units like
crypt fiends (which has huge 500hp to begin with) or killing the enemy
hero units. The range of this skill is something not to mess with. It
has longer range than normal attack of Lich’s or Archmage’s. This
spell can hit both ground units and air units. The casting time is
relatively short, roughly the same as Mountain King’s storm bolt. Use
this skill frequently!
Death Pact : 75 mana / cool down speed : moderate
Level 1: 50% conversion
Level 2: 100% conversion
Level 3: 150% conversion
This skill can allow your death knight to survive series of blows from
ranged units such as crypt fiends or huntresses while he’s cornered.
This skill basically kills one of your undead units and converts the
hitpoints of the dead unit into a “meat shield” (pardon the pun)
that protects the DK. The efficiency of this skill is somewhat limited
since most of undead units cost more than their counterparts in other
races. You probably want to use the ghouls if you want to make use of
this spell. One useful tactic to employ this skill is casting death pact
on a crypt fiend, then quickly kill the peon lines in your opponent’s
base then get out relatively undamaged. With 500 damage absorption, you
can take a lot of hits before it’s too late.
Raise Dead (Ultimate) : 300mana / cool down speed : extremely long
This skill raises 6 of the recently deceased units in the casted area.
There’s not much to explain about this skill. It simply owns. In the
late game, this could spell game over since you can even raise enemy
units such as Taurens or Knights. Use this decisively, however. Since
the raised undead units are on timer, and will crumble back to dust over
time.
Lich
Lich is a fragile spell caster that uses icey bolts to attack both
ground and air units. It has 4 spells : Frost Nova, Frost Armor, Dark
Ritual and Death and Decay. He is generally used for supporting the
undead army with his semi-offensive spells.
Frost Nova : 150 mana / cool down time: moderate
Level 1 : damages for 50 / coldness lasts for 5 seconds
Level 2 : damages for 75 / coldness lasts for 10 seconds
Level 3 : damages for 100 / coldness lasts for 15 seconds
When the skill is activated, lich sends out powerful aura of coldness
that will damage and slow any units nearby. The range is quite long too,
as it can damage units in 2 matrixes of radius. This skill is a powerful
offensive spell for the Lich; albeit dangerous since he’s very fragile
by nature. The high mana cost of this skill is also detrimental in its
overall effectiveness. Use it carefully when spending points into this
skill.
Frost armor : 75 mana / cool down time : extremely fast
Level 1 : adds 3 armor
Level 2 : adds 5 armor
Level 3 : adds 7 armor
Nice spell, on the paper, that is. However, the armor bonus, as of this
beta build, isn’t implemented properly. Only effect that is working
right now is slowing effect, which triggers when opponent’s units hit
one of your units with the frost armor on. We’ll have to wait for the
next patch to see if this skill can be useful.
Dark Ritual : 25 mana / cool down time : fast
Level 1 : converts 33% of hit points into mana
Level 2 : converts 66% of hit points into mana
Level 3 : converts 100% of hit points into mana
Similar to Death Knight’s Death Pact spell, but less useful in a way
that you don’t necessarily need that much mana with potions to go
around. It’s not recommended to put any more than one point onto this
skill. Also, use low level units like ghouls to refill your mana. Only
useful situation for this spell is when you need mana for Death and
Decay really quickly.
Death and Decay (ultimate) : 300 mana / cool down time : extremely long
This spell is the most destructive spell in the game and then some more.
EVERYTHING will be destroyed if the spell is maintained for the full
duration. The damage done over time is percentage based, therefore,
everything in the area will be destroyed at the same time. This means
that buildings with lots of hp such as town hall will take the most
damage. In the late game, use a dropship to drop the lich and several
abomination to hold off the incoming army, and watch the fireworks as
everything in the area gets destroyed in 20 seconds.
Dread Lord
Dreadlord is semi-offensive supportive hero that is frequently used in
team games. His special skills have healthy mix of offensive use and
defensive use as well.
Carrion Swarm : 125 mana/ cool down time : moderately fast
Level 1 : 75 Damage
Level 1 : 100 Damage
Level 1 : 125 Damage
Carrion Swarm works much like Tauren Chieftian’s shockwave. It sends
out a hoard of bats in a straight line and can damage multiple units in
its path. There’s a bug in which the swarm does double the damage
against moving units under certain condition. Therefore, it can be
abused against moving ranged units which usually don’t have high hit
points nor armor.
Sleep : 100 mana / cool down time : moderate
Level 1 : 15 seconds duration
Level 2 : 30 seconds duration / less mana required
Level 3 : 60 seconds duration / less mana required
Pretty much useless skill. The sleeping unit can be awoken when attack
by their other units or your own. I wouldn’t recommend putting any
points in here. If the sleep is made more permanent over more suitable
duration, maybe I’d consider using it
Vampiric Aura : Passive
Level 1 : 10% life stolen from hit
Level 2 : 15% life stolen from hit
Level 3 : 20% life stolen from hit
This skill is very useful in huge team games where early rushes are
prevalent. Coupled with paladin’s devotion aura, this can make your
ghouls very powerful in the beginning. The aura stacks if your units are
under the influence of two dreadlords using this aura.
Dark Summoning (Ultimate) : 100mana / cool down time : moderate
This skill is very useful when bringing reinforcements in the middle of
a battle can be a hassle. Also, you can use this to bring bunch of units
from home when you’re dropping Dread Lord in the peon line of your
opponent’s base. One neat trick to pull with this is to drop a lich
and several abomination / crypt fiends in the middle of your
opponent’s base, start Death and Decay and when everything’s
destroyed, just recall your hero and unit back to the base!
Tilbage |