Strategier

Humans

Water Elemental Rush

 

1.03 - May be valid in higher versions

     There are many rushing strategies that involve early units with all the races. The orcs have headhunters, nightelves have much feared huntresses and the undeads have crypt fiends. Notice how with all the units I’ve mentioned have more hit points and pack more punch than the human counterparts, rifleman. This has put many human players in disadvantage in early game when other players were massing units such as huntresses and crypt fiends. In turn, a lot of human players who played the game for short period of time would be forced to go defensive, which is always disadvantageous in Warcraft 3. While some suggest using Mountain King for thunderclap for mass of units and stormbolt for their heroes or using paladins for more defense, it has been proven that against such units as huntresses, the early units for humans just can’t cut the cheese. Naturally, humans needed more enforcement to make the early offensive effective. Enter the Water Elemental. This skill allows humans to be more offensive than they were ever before. 



     This strategy was first demonstrated in full effect by DI-Ash and then was presented against me by Zileas. They are both seasoned RTS players who are known for their exceptional skills. Judging from the offensive momentum the humans can gain from water elemental, I’d say that this strategy is almost undefeatable unless countered by the same strategy or Force of Nature rush in the early game. This obviously makes this strategy more effective in smaller maps such as temple and at the same time, it allows humans to be much more effective at rushing with partners. Following is the basic build order (may not be optimized) for water elemental rush.



1) With two of the 4 starting peons, start building a farm and a barracks. Use other two peons to start mining gold

2) Queue 4 peons right away. Put first three into the gold mine (since the gold mine is saturated when there are 5 peons working in it) and the rest (including the ones who are building your structures) to lumber. You want as many as 5 peons working to harvest lumber for the later game.

3) Build a second farm as soon as possible – this is because you want to start pumping out units fast after your hero (arch mage is made)

4) When there are 5 peons mining and 3 peons harvesting lumber, start summoning the archmage. When the barracks is completed, start producing footmen.

5) Start leveling your hero the second your 2nd footmen pops out. It is important to remember that footmen will consist major portion of your army early in the game, so save as many as possible by micromanaging them.

6) As soon as your archmage gains a level, start pumping up points into water elemental skill first. Don’t get any other skills, you want water elemental maxed as soon as possible. 

7) After killing all the easy creeps, raid the goblin merchant and make sure your hero doesn’t get damaged heavily. The Troll King or Gnoll King can quickly target your heroes / units and kill them before you know it. 

8) Stock up on mana potions then scroll of healing / protection. If you find yourself with small amount of cash, I’d suggest getting mana potions first so you can continually pump out water elementals in a battle.

9) At this point, start teching up at your base. You can either go for combination of footmen / riflemen or tech straight to workshop and get siege units, while producing only footmen. 

10) After your archmage becomes level 4, start the push towards your opponent’s base. Make sure to cast water elemental before you enter the battle. You can have more than one elemental in given time. Do not stop the production of footmen / ranged units for support. Even if this means going into low upkeep.

11) When engaging in a combat, try to focus on your archmage’s saftey while making a wall with elementals / footmen. Water elementals last a long time with their 800 hp at skill level 3. Make sure that you’re recasting water elemental as soon as the timer resets.



Additional Tips / Micromanagement :



1) Group your ranged units separately – this includes your water elemental and riflemen. This allows you to selectively target more damaging units or heroes. Also, you can quickly dispatch units with the least hp to bring down the number of targets that your footmen have to defend against.

2) Make sure that your archmage is suitably far away from the combat, while constantly recasting water elementals to increase your damage potential. Also, don’t forget to keep making units for support. Water elementals can’t do everything for you. If you find yourself out of footmen in the middle of a battle, you might find your archmage in danger. Especially against hero killers such as Mountain King or Keeper of the grove. (they can both immobilize your hero while their units move in for the kill) Remember that archmage is quite fragile.

3) After you gain the 5th level, don’t put a point in mass teleport yet. Start pumping up blizzard and brilliance aura for additional damage. The timers for each spells aren’t universal. Therefore, while your elemental is cooling down, you can cast blizzard on buildings / ranged units of your opponent.

4) If you find yourself running out of mana and your footmen are suffering heavily, retreat to fountain of life and quickly heal your units / regenerate the mana of your archmage. You can do this relatively quickly with this type of build, as water elementals can be recasted pretty quickly.

5) Water elementals are on fixed timer – meaning they will die regardless of how much HP is left after certain time. Make sure that you make full use of them. Don’t have them chasing around peons or useless units when they can pummel the units that are attacking your footmen.

Tilbage