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