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*Warcraft III: The Frozen Throne: Night Elf Strategy Guide* by Distortion </features/recognition/39191.html> Version 1.

10, Last Updated 2003-08-19 View/Download Original File <http://dw.com.com/redir?asid=0&astid=8&siteid=19&edid=107&destCat=&destURL=http %3A%2F%2Fdb.gamefaqs.com%2Fcomputer%2Fdoswin%2Ffile%2Fwarcraft_iii_ft_night_elve s_a.txt> Hosted by GameFAQs </> Return to *Warcraft III: The Frozen Throne (PC) FAQs & Guides* </pc/589475-warcraft-iii-the-frozen-throne/faqs> Liked this FAQ? Click here to recommend this item to other users. Night Elf Strategies FAQ - Version 1.10 ======================================= Created: 8/19/03 By: Matt McCloskey Last Update: 8/19/03 Aka: Distortion ================= Table of Contents ================= 1. Version information 2. Introduction 3. Basics 4. Heroes 4A. Demon Hunter 4B. Keeper of the Grove 4C. Priestess of the Moon 4D. Warden 5. Units 5A. Wisp 5B. Archer 5C. Huntress 5D. Glaive Thrower 5E. Dryad 5F. Druid of the Claw 5G. Mountain Giant 5H. Hippogryph 5I. Druid of the Talon 5J. Faerie Dragon 5K. Hippogryph Rider 5L. Chimaera 6. Buildings 6A. Tree of Life 6B. Tree of Ages 6C. Tree of Eternity 6D. Ancient of War 6E. Ancient of Lore 6F. Ancient of Wind 6G. Ancient Protector 6H. Ancient of Wonders 6I. Moon Well 6J. Altar of Elders 6K. Hunter's Hall 6L. Chimaera Roost 7. Strategies 7A. Build Orders 7B. -VS- Human 7C. -VS- Orc 7D. -VS- Undead

7E. -VS- Night Elf 7F. Team Strategies 8. Harassing 8A. Harassing Heroes 8B. Harassing Units 8C. How to stop harassers 8D. Harassing Tactics 9. Closing 10. Contacting Me 11. Copyright 12. Special Thanks ====================== 1. Version Information ====================== Version 1.0 - 8/19/03 - Introduction, Basics, Heroes, and Units sections complete. Began Buildings section. Version 1.1 - 8/20/03 - Buildings, Strategies, Harassing, and Closing sections complete. =============== 2. Introduction =============== This is the first FAQ I have ever written, I've played enough games with the Night Elves to know what I'm talking about, so gather round children and learn from the master. THIS FAQ DOES NOT COVER THE CAMPAIGN! ========= 3. Basics ========= In this section, I will explain the basics of the Night Elves. This includes tips to help out the less experienced Night Elf players. If you're already an experience Night Elf player, you can skip this. - Wisps do not need to return to a Tree of Life when gathering resources. - Ancients can attack while rooted or uprooted, but they have heavy armor while uprooted. - Moon Well can restore any non-mechanical unit's health and mana. - Night Elf units only regenerate during the night, this is also true for Moon Well mana. - Female Night Elf units can remain invisible at night while standing still and not attacking. Use the Hide ability to prevent them from moving or attacking. - With the Ultravision upgrade, Night Elves can see further at night time than other races, always get this. - Natures Blessing significantly increases Ancients and Treants armor, always get this. - Well Spring increases the Moon Well's maximum mana capacity and increases it's rate of mana regeneration, always get this. ========= 4. Heroes ========= -------------------------4A. Demon Hunter Primary Attribute: Agility

-------------------------This is the #1 most used Night Elf hero, followed closely by the Warden. Most people like the Demon Hunter because he is the strongest, being able to take a lot of punishment, and also dish it out. If you get him to level 6, he is the best physical attack tank in the game. His low HP makes him weak to magic, his high armor and Evasion skill make him strong against physical attacks. Skills -----Mana Burn - Drains the targets mana, for each point of mana drained 1 damage is dealt to the target. Drains 50/100/150 mana, desipite the nerf, this is still an extremely useful skill, mainly because you can spam it now. The mana cost is low (50) and it has a short cooldown (7/6/5 seconds), so you should be able to drain a hero of it's mana completely in any battle. Use it on heroes with a deadly direct damage spell (Mountain King, Death Knight, Lich). I recommend getting this skill first. -----Immolation - Engulfs the Demon Hunter in flames, any nearby enemy units take light damage. Drains mana until deactivated, Deals 10/15/20 damage per second. If I get this skill, it's usually only one level. This skill is excellent against a Ghoul masser who surrounds your Demon Hunter, just make sure you use Potions of Healing and Rejuvenation. I recommend getting this skill last, get it third (after one level of Mana Burn and one level of Evasion) if your opponent is using a lot of weak units (Footmen, Ghouls, Achers). -----Evasion - Gives the Demon Hunter the ability to completely avoid attacks, taking 0 damage. Enough said. Seriously, always get this skill, if you want your Demon Hunter to fight you will need this to survive. -----Metamorphosis - Transforms the Demon Hunter into a demon (how ironic), in this form he has 500 bonus hit points, 3hp/sec bonus regeneration, 600 range, splash damage, and chaos attack type. Strong enough to scare anyone from TillerMan to Qazzi. ------------------------------4B. Keeper of the Grove Primary Attribute: Intelligence ------------------------------The KotG is the least used of the Night Elf heroes, the reason being because he is weak and his aura sucks. The Demon Hunter and Warden are used because they are fierce fighters and have excellent combat skills. The Priestess of the Moon out-performs the KotG because all you need is her aura. The KotG is overlooked because he is weak and his skills lack power, however, like all over looked heroes, he can definetly wreak some havok on the battlefield. Skills -----Entangling Roots - Traps the target enemy unit in roots, the unit is unable to move or attack and takes 15 damage per second, the unit can still cast magic. Lasts 12/24/36 seconds. This is perhaps the best skill the KotG has in his spellbook. The duration has been nerfed since Reign of Chaos, but that can be overlooked as it now prevents the unit from attacking and interrupts channeling spells. This skill is excellent in the early stages of the game, as it can instantly put a unit out of battle. -----Force of Nature - Converts an area of trees into Treants. Summons 2/3/4 Treants. This skill is decent, the best use I have found of it was killing workers and tanking. If you rush with Force of Nature, you may kill some Peons if your opponent doesn't notice them or you could make him move his workers. This skill is far better for tanking though, especially once you have Natures

Blessing. Summon up some Treants before creeping, then send them in first to tank all the damage. Their attack is rather low so don't expect to kill much with them, but with Natures Blessing they have the most armor of any summoned unit (with the exceptions of ultimates), plus you can cast this 3 times if mana allows. If you're attacking a base, cast this on the trees where your opponent is harvesting, you destroy his trees and your Treants automatically attack the Peons. Treant Statistics ----------------HP: 300 Damage: 16 average Armor: 0 (5*) Speed: Slow (Average*) * = Value with Natures Blessing researched -----Thorns Aura - Gives nearby friendly units a damage shield, which reflects a % of enemy melee damage. Reflects 10/20/30% of melee damage. This skill is pretty bad, the only time it's really of any use is if your opponent masses tier 3 melee, every other melee unit's damage is far too low to be harmed by this skill. Only get this if you're worried about conserving mana for one of the other two spells, or if your opponent is massing tier 3 melee. -----Tranquility - Heals nearby friendly units at a rate of 20hp/sec, lasts 30 seconds. This skill has been buffed since RoC, it had it's cooldown shortened and it's mana cost reduced. The cooldown is now 60 seconds, which means you only have 30 seconds where you're not being healed if you leave the spell on for the full duration and you have the mana. This skill is definetly a must, unfortunately, Orcs get nearly the same effect from a Healing Ward. It is easily interrupted, however. If you find a Potion of Invulnerability or even better, a Potion of Divinity, use it before casting Tranquility. Other options include casting Anti-Magic Shell, buying a Lesser Potion of Invulnerability, or buying an Anti-Magic Potion. -------------------------4C. Priestess of the Moon Primary Attribute: Agility -------------------------The PotM is my favorite second hero, as her aura is among the best in the game. Unlike most other heroes, she can be of great use even at level 1 because of her aura. I don't recommend her as a first hero in solo games, your army will be much smaller and will benefit better from a hero who can do well on his own. In team games, she is a good first hero if your allies are getting ranged units if you are the only one who will benefit from her aura, then I recommend getting her second. Only use her if you're going ranged units, if you're getting melee, get the KotG. Skills -----Hide - Allows the PotM to remain invisible at night, she will not attack nearby enemies when Hide is activated. Use this when the enemy focus fires on her. -----Scout - Creates one Owl Scout that can be used to scout. The duration, speed, and sight range of the Owl increase as you level this skill up, the mana cost also decreases. I use this in solo games, Night Elves are weak on their own so you must know what your opponent is making in order to win, and in team games my ally can scout. ------

Searing Arrows - Increases the damage and range of the PotM, drains mana with each shot fired. I use this skill in team games and focus on enemy heroes. The PotM has the highest damage of any hero with this skill, and the added range allows her to bomb enemy heroes easily. If you use this skill, give the PotM combat items that will increase her damage, agility, or attack speed and focus fire on heroes. -----Trueshot Aura - Increases the PotM's and nearby friendly unit's damage by 10/20/30%. This is her best skill, even better than Starfall IMO and the main reason I pick the PotM. You should get this skill level 3 as soon as possible, that means picking it at level 1, 3 and 5. The damage boost is extremely useful when you have several ranged units, and is broken when you have a 4vs4 when all your allies go ranged. If you're not using ranged units, why did you pick the PotM? -----Starfall - Causes stars to fall on enemy units nearby the PotM, each star deals 50 damage, lasts 45 seconds. This skill is the strongest area of effect spell in the game, it can easily crush entire armies in a few seconds, assuming it is not interrupted. The reason I rank this below Trueshot Aura is because it is easily interrupted, not to mention that it costs mana and has a long cooldown while Trueshot Aura is passive. If you find a Potion of Invulnerability or even better, a Potion of Divinity, use it before casting Starfall. Other options include casting Anti-Magic Shell, buying a Lesser Potion of Invulnerability, or buying an Anti-Magic Potion. -------------------------4D. Warden Primary Attribute: Agility -------------------------The Warden does best as a first hero and really lacks as a second hero. You need her to be leveled up quickly to see her power, getting her second only delays that and usually gets her killed often. The key to using her correctly is knowing how to use Blink to quickly move in, kill something, and move out, without taking much damage. The Warden requires heavy micro to keep alive, I only recommend her as a first hero and only to players who can micro. The Warden has two builds, Blink and Shadow Strike, or Blink and Fan of Knives, each build has good results, which one you use depends on your opponent. Leaving out Blink is just suicide. Also, it's wise to stock her up on Potions of Mana whenever possible. Skills -----Hide - Allows the Warden to remain invisible at night, she will not attack nearby enemies when Hide is activated. Use this when the enemy focus fires on her. -----Shadow Strike - Deals initial strike damage to the target as well as damage every 3 seconds for 15 seconds, also slows the target's movement speed by 50%. This is usually my skill of choice with Blink, it's the most deadly of all direct damage spells and can easily kill an enemy hero with a few castings. You should be using this on heroes 95% of the time, the only time you should use this on anything else is when you are harassing (kill Peons) or when the enemy hero is not around. Combine with Blink to chase down enemy heroes as they run away. -----Fan of Knives - Deals damage to the 5 closest targets around the Warden. This skill is best used when your opponent is using many smaller units or when they have a big tank hero (Mountain King, Tauren Chieftain, Crypt Lord). The damage isn't really noticable against larger units like tier 3 melee, but it does well against weaker units like Footmen, Ghouls, Archers, Head Hunters, and some air

units. If they have a tank hero, chances are you will have trouble Shadow Striking it to death, so you're better off killing the army with Fan of Knives. This skill is great for harassing workers also, at level 2 you can kill 5 workers with 2-3 casts, 1 cast for Wisps. Combine with Blink to chase down enemy armies as they run away. -----Blink - Teleports the Warden a short distance very quickly. As you can guess, this skill is a definite must, the Warden is far too weak to leave in combat, you must have this so you can maneuver around the battle field. If you don't get this, GG Warden. -----Vengeance - Summons one Avatar of Vengeance that lasts 180 seconds. This skill is quite powerful, especially since the buff in the last patch. You will definetly want to micro the Avatar of Vengeance so you can get the full 180 seconds. The reason this ability is so powerful is because of the Spirits of Vengeance that the Avatar can summon. They are basically Archers with a faster attack speed and invulnerability, and you can have 6 at once so the damage quickly adds up. Avatar of Vengeance Statistics -----------------------------HP: 1200 Mana: 400 Damage: 30.5 average Armor: 2 Speed: Fast Spirit of Vengeance Statistics -----------------------------HP: 500 Damage: 16 average Armor: Invulnerable Speed: Fast

---------My Opinion ---------In solo games, I always get a Demon Hunter or Warden first, they are the two strongest Night Elf heroes and having a weak hero early on isn't wise. As a second hero, I usually pick a PotM, but sometimes I pick a KotG. The Demon Hunter and Warden should be picked first to get their full potential. In team games, the PotM and KotG make better first choices, but still, I usually pick the Demon Hunter or Warden first. You can make your own decision on what heroes to pick, but those are my favorite choices. ======== 5. Units ======== This section is just a basic overview of all the units, it's not quite as detailed as the hero section, but it does give you the unit statistics and abilities. * = value with full upgrades Speed: = attack speed/movement speed, if there is only one, it pertains to both Cost: = gold cost/lumber cost -------5A. Wisp -------Wisps are used to harvest gold and lumber, create Night Elf structures, and repair friendly structures. They can also Detonate to dispel magic, drain mana and damage summoned units in an area. Detonating is quite useful against rushes as a hero without mana isn't going to function well.

Wisp Statistics --------------HP: 120 Produced at: Tree of Life Speed: Slow Cost: 60/0 Skills -----Renew - Repairs friendly structures or mechanical units, uses gold and lumber. -----Detonate - Dispels magic, drains 100 mana, and deals 225 damage to summoned units in the target area of effect. Destroys the Wisp. ---------5B. Archer ---------Archers are the tier 1 ranged unit for the Night Elves. They are good mainly because they are cheap and fast to build, you can easily create an army of Archers in two minutes. They are excellent anti air and are fairly decent against ground units also, just make sure you keep them behind something, their low HP won't last long. Weak against area of effect spells. Archer Statistics ----------------HP: 260 Damage: 17 (26*) average Armor: 0 (6*) Food: 2 Speed: Average Produced at: Ancient of War Cost: 130/10 Skills/Upgrades --------------Hide - Allows the Archer to remain invisible at night, she will not attack nearby enemies when Hide is activated. -----Mount Hippogryph - Mounts the target Hippogryph, allowing the Archer to attack from the air. -----Elunes Grace - Reduces the damage taken from Piercing damage to 65%, and spells and Magic damage to 80%. -----Improved Bows - Increases the range of the Archer and Hippogryph Rider by 200. -----Marksmanship - Increases the damage of Archers and Hippogryph Riders by 3. -----------5C. Huntress -----------Huntress are the tier 1 melee unit for the Night Elves, although they aren't really melee. Huntress are good against tier 1 melee, however, against tier 1 melee/ranged mix, Huntress will usually fall. Use their speed to your advantage, do hit and run attacks on your opponent's base or sneak up on him while creeping. Huntress are unarmored, so if your opponent is making a lot of piercing or siege, switch to something else. If he is massing tier 1 melee, Huntress should handle him if you can micro. Avoid fighting when you can with these, use them for tactical strikes.

Huntress Statistics ------------------HP: 600 Damage: 17 (23*) average Armor: 2 (8*) Food: 3 Speed: Fast Produced at: Ancient of War Cost: 195/20 Skills/Upgrades --------------Hide - Allows the Huntress to remain invisible at night, she will not attack nearby enemies when Hide is activated. -----Sentinel - Places an owl in the target tree, the owl can see in an area around it. Always get this. -----Moon Glaive - Gives the Huntress' attack an additional bounce, for a total of 2 bounces. -----------------5D. Glaive Thrower -----------------The Glaive Thrower is the long range siege weaponry of the Night Elves, it is weaker than the others, however, it can be built at tier 1, providing a great advantage over other races. Mix in some of these with your Huntress and Archers early to end the game quickly. Glaive Thrower Statistics ------------------------HP: 300 Damage: 44.5 (64*) average Armor: 2 Food: 3 Speed: Very Slow/Slow Produced at: Ancient of War Cost: 210/65 Skills/Upgrades --------------Vorpal Blades - Allows the glaive launched by the Glaive Thrower to pass through the initial ground target and damage those behind. Also allows them to attack trees. --------5E. Dryad --------Dryads are unique to the Night Elves, as no other race has a unit that is similar. Dryads are magic immune, which means they can counter casters and heavy magical air (Chimaera, Frost Wyrm, Gryphon) easily. They are easily countered by tier 1 ranged however, so don't use them if that's what your opponent is getting. They counter tier 1 melee pretty well, when combined with Huntress. Use them when you're getting annoyed with spells like Sleep or Healing Wards. Dryad Statistics ---------------HP: 435 Mana: 200

Damage: 17 (23*) average Armor: 0 (6*) Food: 3 Speed: Slow/Fast Produced at: Ancient of Lore Cost: 145/60 Skills/Upgrades --------------Slow Poison - The Dryad's regular attack deals 8 damage per second, and slows the target enemy's movement speed by 50% and attack by 25% for 5 seconds (1 second for Heroes). -----Spell Immunity - The Dryad is immune to spells. -----Abolish Magic - Removes positive buffs from enemy units and negative buffs from friendly units. Deals 300 damage to summoned units. --------------------5F. Druid of the Claw --------------------This is my favorite Night Elf unit, not only is he a caster, 3 melee! Whether or not I'm going Huntress/Archer all game, DotC to boost my damage even further and to heal my heroes. Aura is quite a deadly combination. Use these guys whenever Druid of the Claw Statistics ---------------------------HP: 430 (580*) Mana: 200 (400*) Damage: 20.5 (25.5*) average Armor: 1 Food: 4 Speed: Average Produced at: Ancient of Lore Cost: 255/80 Bear Form Statistics -------------------HP: 960 Mana: 400 Damage: 36.5 (47*) average Armor: 3 (9*) Food: 4 Speed: Average

but he's also tier I like to use some Roar + Trueshot possible.

Skills/Upgrades --------------Druid Form - Transforms the DotC back into a Night Elf, allowing him to cast spells and regenerate mana faster. -----Roar - Gives nearby friendly units a 25% damage boost for 45 seconds. -----Rejuvenation - Heals the target friendly unit for 400 HP over 12 seconds. -----Bear Form - Transforms the DotC into a bear, the Night Elf tier 3 melee. While in Bear Form he can cast Roar if you upgraded Enchanted Bears, and he becomes an excellent fighter, his mana regeneration is also slowed. -----Druid of the Claw Adept Training - Increases the DotC's mana capacity, mana regeneration rate, HP, damage, and gives them the ability to cast Rejuvenation. -----Druid of the Claw Master Training - Further increases the DotC's mana capacity, mana regeneration rate, HP, damage, and allows him to transform into Bear Form. -----Enchanted Bears - Allows the DotC to cast Roar while in Bear Form. -----------------5G. Mountain Giant

-----------------This unit was much needed by the Night Elves, as they lacked a good tank. Mountain Giants are the most durable units in the game, being able to take a lot of damage before falling. What makes things even better is that you can force enemy units to attack it! 3 Mountain Giants can be a pain for even the best microers. I don't use these too often, as they cost a LOT of resources, I use DotC over these any day. Mountain Giant Statistics ------------------------HP: 1600 Damage: 34 (46*), w/War Club: 41 (54.5*) average Armor: 4 (10*) Food: 7 Speed: Slow Produced at: Ancient of Lore Cost: 425/100 Skills/Upgrades --------------Taunt - Forces all nearby enemy units to attack the Mountain Giant. -----War Club - Picks up the target tree, gives the Mountain Giant siege damage and increased attack range. -----Hardened Skin - Reduces all attack damage on the Mountain Giant by 12. Attacks cannot be reduced below 3 damage. -----Resistant Skin - Gives Mountain Giants resistance to certain spells and abilities such as Polymorph and Devour. Also, other negative spells have shorter durations such as Entangle and Sleep. -------------5H. Hippogryph -------------Hippogryph's are very strong anti air units, although I don't recommend them over Archers, having a few aroud is still a good idea, as you can mount them after the aerial assault is over. Their fast movement speed makes them excellent scouts. Hippogryph Statistics ------------------------HP: 525 Damage: 54.5 (67*) average Armor: 0 (6*) Food: 2 Speed: Fast/Very Fast Produced at: Ancient of Wind Cost: 160/20 Skills/Upgrades --------------Pick up Archer - Picks up the target Archer so the Archer may attack from the air. ---------------------5I. Druid of the Talon ---------------------The DotT is the other spell caster for the Night Elf race. His abilities are more than useful, however, he is rarely seen on the battle field. In Storm

Crow form, he gains a powerful anti air attack which is useful against large slow units like Frost Wyrms and Chimaeras. His magic is good all around and can easily turn the battle in your favor, you just have to find the time to tech to them. Druid of the Talon Statistics ----------------------------HP: 340 (380*) Mana: 200 (400*) Damage: 12 average Armor: 0 Food: 2 Speed: Average Produced at: Ancient of Wind Cost: 135/20 Storm Crow Form Statistics -------------------------HP: 340 (380*) Mana: 300 (400*) Damage: 38 (50*) average Armor: 0 (6*) Food: 2 Speed: Fast

Skills/Upgrades --------------Druid Form - Transforms the DotT into a druid, a powerful anti air unit. While in Storm Crow Form he can cast Faerie Fire if you upgraded Enchanted Crows, his mana regeneration is also slowed. -----Faerie Fire - Reduces the target enemy unit's armor by 5 and also gives vision of that unit. -----Crow Form - Transforms the druid into a Storm Crow, giving him the ability to fly and attack aerial units with greater strength. While in Storm Crow Form he can cast Faerie Fire only after you have researched Enchanted Crows. -----Cyclone - Throws the target enemy unit into the air, rendering it unable to move, attack, or cast spells, the unit is also invulnerable. -----Druid of the Talon Adept Training - Increases the DotT's mana capacity, mana regeneration rate, hit points, and allows them to assume Storm Crow Form. -----Druid of the Talon Master Training - Further increases the DotT' mana capacity, mana regeneration rate, hit points, and gives them the ability to cast Cyclone. -----Enchanted Crows - Allows the DotT to cast Faerie Fire while in Storm Crow form. ----------------5J. Faerie Dragon ----------------The Faerie Dragon's are IMO the best anti-caster unit in the game. Most of the time, you can destroy enemy casters with this unit, if not, you can prevent them from casting spells or cause them to retreat. Either way, you gain the advantage, so as a rule, if you see casters, make Faerie Dragons. Turn Phase Shift off so you always have mana for Mana Flare. Faerie Dragon Statistics -----------------------HP: 450 Mana: 200 Damage: 13.5 (18*) average Armor: 0 (6*), +12 while casting Mana Flare Food: 2 Speed: Fast Produced at: Ancient of Wind Cost: 155/25

Skills/Upgrades --------------Phase Shift - Shifts the Faerie Dragon out of existence whenever it takes damage. While out of existence, this unit cannot attack, move, cast spells, be attacked, or have spells cast upon it. Any shots en route to the Faerie Dragon will miss, remains out of existence for 1 second. -----Mana Flare - The Faerie Dragon turns into a small glowing orb and will shock any nearby enemy units that cast spells. Also increases the Faerie Dragon's armor by 12. Deals [3 x mana cost] damage, cannot exceed 90 damage. The damage is also splash. Can only shock one unit per .75 seconds. -----Spell Immunity - Faerie Dragons are immune to spells. -------------------5K. Hippogryph Rider -------------------Hippogryph Riders are the lesser Night Elf aerial unit, although they are still rather annoying. Created by mounting an Archer on a Hippogryph, these flying Archers have great speed and mobility. What most people don't know is that Hippogryph Riders attack faster than Archers, making them stronger not only in HP and armor, but in damage as well. Use these whenever your enemy has no anti-air and for harassing. Hippogryph Rider Statistics --------------------------HP: 765 Damage: 17 (26*) average Armor: 1 (7*) Food: 4 Speed: Fast Skills/Upgrades --------------Decouple Archer and Hippogryph - Dismounts the Archer from the Hippogryph. -----Improved Bows - Increases the range of the Archer and Hippogryph Rider by 200. -----Marksmanship - Increases the damage of Archers and Hippogryph Riders by 3. -----------5L. Chimaera -----------This is the greater Night Elf air unit, it has a powerful magic attack as well as a powerful siege attack. The only disadvantage this unit has is it's lack of an aerial attack. Unless you catch your opponent completely off guard, this unit is easily countered. Mix in 2-3 of these with your army for amazing results. Chimaera Statistics -----------------------HP: 1000 Damage: 75 (102*), w/Corossive Breath 50 (68*) average Armor: 2 (8*) Food: 5 Speed: Slow/Average Produced at: Chimaera Roost Cost: 330/70 Skills/Upgrades

--------------Corrosive Breath - Gives Chimaeras a siege attack vs buildings. ============ 6. Buildings ============ In this section I will give all the building statistics, as well as what they produce and their cost. If the upgrade a building provides has already been described in the unit section, it will not be described again in this section. All Ancients move very slow, even with Natures Blessing. * = value with full upgrades Cost: = gold cost/lumber cost ---------------6A. Tree of Life ---------------This is the Night Elf town hall, it's cheaper than the Orc's and the Human's, so expanding with Night Elf is a bit cheaper. Upgrades into Tree of Ages. Tree of Life Statistics ----------------------HP: 1300 Damage: 45.5 average Armor: 2 (7*) Cost: 340/185 Produces: Wisp Upgrades -------Backpack - Gives specific Night Elf units the ability to carry items. ---------------6B. Tree of Ages ---------------This is the second level town hall for the Night Elves, it allows further upgrading, unit producing, and building construction, and allows new items to be purchased from the Ancient of Wonders. Tree of Ages Statistics ----------------------HP: 1700 Damage: 54.5 average Armor: 2 (7*) Cost: 320/180 Produces: Wisp Upgrades -------Backpack - Gives specific Night Elf units the ability to carry items. -----Natures Blessing - Increases all Ancient's armor and movement speed. -------------------6C. Tree of Eternity -------------------This is the third level town hall for the Night Elves. It allows further upgrading, unit production, and building construction, all items can now be purchased at the Ancient of Wonders.

Tree of Eternity Statistics --------------------------HP: 2000 Damage: 67 average Armor: 2 (7*) Cost: 330/200 Produces: Wisp Upgrades -------Backpack - Gives specific Night Elf units the ability to carry items. -----Natures Blessing - Increases all Ancient's armor and movement speed. -----------------6D. Ancient of War -----------------This is the Night Elf barracks, producing the core units of the army. It also provides upgrades for the Archer, Huntress, and Glaive Thrower. Ancient of War Statistics ------------------------HP: 1000 Damage: 50 average Armor: 2 (7*) Cost: 150/60 Produces: Archer, Huntress, and Glaive Thrower Upgrades: Improved Bows, Marksmanship, Sentinel, Moon Glaive, Vorpal Blades ------------------6E. Ancient of Lore ------------------Ancient's of Lore produce one of the Night Elf casters and also their melee. Also provides upgrades for the units it produces. Ancient of Lore Statistics -------------------------HP: 900 Damage: 45.5 average Armor: 2 (7*) Cost: 155/145 Produces: Dryad, Druid of the Claw, and Mountain Giant Upgrades: Abolish Magic, DotC Adept/Master Training, Resistant/Hardened Skin ------------------6F. Ancient of Wind ------------------Provides the other Night Elf caster, as well as their air units. Provides upgrades for Hippogryph Rider and Druid of the Talon. Ancient of Wind Statistics -------------------------HP: 900 Damage: 42 average Armor: 2 (7*) Cost: 150/140 Produces: Hippogryph, Druid of the Talon, and Faerie Dragon Upgrades: Hippogryph Taming and DotT Adept/Master training. ---------------------

6G. Ancient Protector --------------------This is the Night Elf tower, it's got the lowest damage per second of any tower I don't recommend wasting your money on them unless it's one or two for an expansion. Sometimes if you're losing a Night Elf -vs- Night Elf game you can make an Ancient Protector to counter his Huntress. Ancient Protector Statistics ---------------------------HP: 600 Damage: 49.5 average Armor: 1 (3*) Cost: 135/80 ---------------------6H. Ancient of Wonders ---------------------My favorite building, the Ancient of Wonders is a must have. It sells various items as well as potions to restore mana and health and Scrolls of Town Portal. Always make one of these, get it as early as possible to take advantage of Moon Stones and Clarity Potions. Ancient of Wonders Statistics ------------------------HP: 450 Damage: 23 average Armor: 2 (7*) Cost: 150/60 Produces: Archer, Huntress, and Glaive Thrower Items Sold ---------Moon Stone (50 gold) - Changes it to night time for 30 seconds. Time is stopped when using a Moon Stone, so it's impossible to waste one even when used at night. -----Lesser Clarity Potion (70 gold) - Regenerates the hero's mana by 100 over 30 seconds. These are excellent, don't let your hero get attacked or he stops regerating, use these to restore mana rather than wasting your Moon Wells. -----Dust of Appearance (75 gold) - Reveals invisible units in an area around the hero for 20 seconds, contains 2 charges. Use these when you're being harassed by a Blademaster. -----Potion of Healing (150 gold) - Restores 250 HP to the hero when used. Always have one or two of these with your hero. -----Potion of Mana (200 gold) - Restores 150 mana to the hero when used. Same as Potion of Healing, always have one. -----Scroll of Town Portal (350 gold) - Teleports the hero and all nearby friendly units to the target town hall. It's rather expensive, I don't recommend buying another one unless you have an expansion. You can usually skip these and put Sentinels everywhere and run back to your base and save it when you see your opponent coming. -----Staff of Preservation (200 gold) - Teleports the target friendly unit to it's highest level town hall. If you give each of your heroes one you can send them home quickly, cannot be used on self. ------

Orb of Venom (375 gold) - Gives the hero +5 bonus damage, a poison attack, and an aerial attack. Not a bad orb, I recommend it for the PotM if you didn't get Searing Arrows. It doesn't stack with Searing Arrows, so don't use both. -----Anti-Magic Potion (100 gold) - Gives the hero Anti-Magic Shell for 10 seconds. Use these before casting Tranquility or Starfall, that's the only use I found out of them. ------------6I. Moon Well ------------This is the Night Elf farm, it's perhaps the best farm in the game, because it can heal HP and mana. It's the most expensive though. Moon Well Statistics -------------------HP: 600 Mana: 300 (500*) Armor: 2 Cost: 180/40 ------------------6J. Altar of Elders ------------------This summons and revives Night Elf heroes, no different from the other races Altars. Altar of Elders Statistics -------------------------HP: 900 Armor: 5 Cost: 180/50 Produces: Demon Hunter, Keeper of the Grove, Priestess of the Moon, and Warden ----------------6K. Hunter's Hall ----------------Provides the upgrades for all Night Elf units and allows training of Huntress. Very important building. Hunter's Hall Statistics -----------------------HP: 1100 Armor: 5 Cost: 210/100 -----------------6L. Chimaera Roost -----------------Trains the most powerful Night Elf unit, the Chimaera. Also provides it's siege damage upgrade. Chimaera Roost Statistics ------------------------HP: 1200 Armor: 5 Cost: 140/190 Produces: Chimaera Upgrades: Corrosive Breath

============= 7. Strategies ============= I'm sure this will be the most read section of my FAQ, since so many people ask for strategies and build orders on GameFAQs. I may update this in the future. As for the race strategies, that pertains to solo play. The strategy I list is the one I use against that particular race, it's not necessarily the best one. ---------------7A. Build Orders ---------------In this section, I will give build orders for various types of strategies, whether it be tier 1 rushing, teching, or creeping, I have a build order for you. Most of my strategies are just for the start of the game, you will have to expand on them yourself as the game progresses. The Beginning ------------- Put 4 Wisps into gold mine, build 3 Wisps and build an Altar - First Wisp out create a Moon Well - Second Wisp out to gold, all further Wisps to lumber This will be the first step in most of my build orders. Dual AoW Huntress ----------------- Begin with "The Beginning" - After you have 5 Wisps in your gold mine and an Altar and a Moon Well, create Wisps until you will have a total of 13. - When Altar and Moon Well finish, create a hero and send a Wisp to scout. - Use your hero to harass your opponent while you harvest lumber. - When you have 200 lumber, begin your Hunters hall and two Ancients of War. - When you have 40 lumber, make a Moon Well, when you have another 40 lumber, make another Moon Well. - At this point you should have a hero, 11 Wisps (16 food), 3 Moon Wells, a Hunter's Hall, 2 Ancients of War, and an Altar. - Pump Huntress Quick Archers ------------- Put 4 Wisps into mine, build 3 Wisps and an Altar - First Wisp out create a Moon Well - Second Wisp out to Ancient of War - Third Wisp out to gold mine, all further Wisps to lumber - Make Wisps until you have 11, make a hero and two Archers - Make another Moon Well and Ancient of War when resources allow. - Replace the Wisp that was used to create the Ancient of War. - Pump Archers Huntress/Archer Mix ------------------- Begin with "Quick Archers" - Before the last step, create a Hunter's Hall - Make Archers until your Hunter's Hall is complete - A good ratio of Huntress to Archers is 2:3 Quick Tech ---------- Begin with "Dual AoW Huntress"

- Make 4 Huntress and save resources for a Tree of Ages - Continue to make Huntress and mix with tier 2 unit of your choice Quicker Tech ------------ Begin with "Quick Archers" - Skip a second Ancient of War and save resources for Tree of Ages - Make 4 total Archers for creeping and defending, make a Hunter's Hall - Mix or mass tier 2 units of your choice -------------7B. -VS- Human -------------The Human game is all about fast expanding, luckily, the Night Elves excel in speed better than any other race. Use Dual AoW Huntress and mix in 2 Glaive Throwers once you have 6 Huntress. The Keeper of the Grove is a good hero to rush the Humans with, Entangle is the best way to stop those Peasants from finishing the town hall. Continually harass him until you can get Glaive Throwers, once you have some head towards his base. Try to distract his army (most likely Footmen and Water Elementals) while your Glaive Throwers destroy key buildings like Farms and Barracks. Use Entangle on the Water Elementals, their piercing damage hurts your Huntress a lot. Footmen can nullify Archers attacks nearly completly. Use harassing tactics. -----------7C. -VS- Orc -----------A common strategy that Orcs do against Night Elf is "Gruntapults". Gruntapults is the term used for the Orc strategy that consists mostly of Grunts and Demonishlers. It's rather deadly to Night Elves since Demolishers absolutely crush Huntress. So how to counter this? I'll tell you how. Use the Quick Tech build order and get Glaive Throwers along with your 4 Huntress. Watch him carefully and use hit and run attacks on his base to slow down his tech while avoiding all confrontation. If you're lucky, you can kill a few units or buildings or force him to stay in his base. When your Tree of Ages finishes, get two Ancients of Wind and start making Archers. If you can prevent him from seeing your Ancients of Wind, you should be able to catch him by surprise with Hippogryph Riders. Continue making Glaive Throwers and just use the Hippogryph Riders to protect them while they destroy his base. Make sure you kill any Beastiarys! Don't want Bat Riders swarming in and killing your Hippogryph Riders. If you see Bat Riders, quickly dismount your Archer from the Hippogryh. Throw in some ground Archers if you have extra food and gold. --------------7D. -VS- Undead --------------Most Undead players go Crypt Fiends, so that's really what my strategies are good at countering. You can attempt Dual AoW Huntress or Huntress/Archer Mix, but those require that you play perfectly and have some luck. I recommend starting with Quick Tech or Quicker Tech, leading up to DotC and Mountain Giants. These are the best units for countering mass Crypt Fiends, and if you spot Destroyers or Frost Wyrms, you can quickly switch to Dryads. The biggest threat to this strategy is Gargoyles, DotC and Mountain Giants can't attack them, and Dryads take extra damage from their piercing attack. If you do Quick Tech, you can

most likely defend a rush, if you do Quicker Tech, rushing becomes a bit of a problem. If you can micro well, you can probably stop a Ghoul rush while using Quicker Tech, as long as you didn't pick the PotM. If you have 3 or more Mountain Giants, you can probably keep all his attacks on them by Taunting. Use harassing tactics. If he is massing Ghouls, try Huntress/Archer mix with Demon Hunter's Immolation or Warden's Fan of Knives. -----------------7E. -VS- Night Elf -----------------Despite what some people think, Night Elf vs Night Elf can be more than just a Huntress massing fest. While these strategies involve Huntress heavily, it's not massing. I use these two strategies against Night Elf players, both involve harassing. Begin with Dual AoW Huntress and harass your opponent. Once you have 6 Huntress you should have 34/40+ food if you followed my build order, now make two Glaive Throwers. Keep your Glaive Throwers protected at all costs, if he runs past your Huntress, make your Glaive Throwers retreat. As you get more Moon Wells, throw in some Archers. I use this strategy more than the next one. Here is the other strategy I use: Begin with Quick Tech and harass your opponent. When you reach tier 2, you're left with several options. You should still make Huntress, but mix in a tier 2 unit with them. The best tier 2 units to mix with Huntress are Dryads, DotT, and Hippogryph Riders. You can mix them with DotC if you want, but they're rather expensive to be mixing with Huntress. Be flexible with this build and you can usually win because your opponent is still massing Huntress. If you get into trouble from lots of enemy Huntress, make an Ancient Protector or two. ------------------7F. Team Strategies ------------------Night Elves excel in team games, they are far better with an ally aiding them than on their own. Quick Archers is perhaps the best strategy to use when rushing, Dual AoW Huntress is good if your ally is going to make ranged. Most of the time your ally should be getting melee so you can back him up with loads of Archers. If your partner is Undead, try Huntress/Archer mix since Ghouls aren't great tanks. If you have a Night Elf partner, you can both Dual AoW Huntress or one can Quick Archers and the other can Dual Aow Huntress. Either strategy is a good one. Consider picking the PotM as a first hero, her abilities really shine in team games. ==================== 8. Harassing Tactics ==================== Most of my game revolves around harassing, which is constant attacks on your opponent to cause him to lose resources while you little to nothing. Since some of my strategies mention harassing, I figured I'd better add a section explaining how to go about it. Well... here it is. -------------------8A. Harassing Heroes --------------------

In this section I will give information each heroes harassing ability and how to harass effectively with them. Demon Hunter -----------The most popular Night Elf hero is indeed, a great harasser. Even with no abilities, he can kill a few workers and escape alive. When you harass with the Demon Hunter, your main weapon will be your physical attack. Just hack away at a worker until it's dead, which won't take too long since the Demon Hunter is fast and strong. If you want to speed up the process, use Immolation. If you want to survive longer, use Evasion. If you want to stop annoying spells (Sleep, Storm Bolt), use Mana Burn. If they make their workers run, then you're slowing down their resource gathering, so just keep chasing. Keeper of the Grove ------------------Though very frail and easily killed, the KotG is the second best Night Elf harasser, next to the Warden. His main method of harassing involves the skill Entangling Roots, which will deal 180 damage to a unit at level 1. This is enough to kill a Wisp and almost kill the other 3 workers, so once you Entangle a worker, attack it a few times to ensure it's death. You can use Force of Nature early on to try to do some damage, but Entangle is much better. Later in the game one Entangle can kill a worker and Force of Nature clears out quite a few trees. Priestess of the Moon --------------------I really don't recommend using the PotM for harassing, I'm sure everyone knows she sucks at it. If you MUST use her to harass, get Searing Arrows and try to kill some workers. The only advantage she has over the Demon Hunter and the KotG is Shadowmeld. Warden -----The Warden is by far the best harasser in the whole game. Her ability to harass comes from her skills Blink and Shadowmeld. Both of these remove her from combat, making her very difficult to kill. If you can get level 3 Blink, GG workers. Shadow Strike is good for killing heroes, it's also good at killing workers but Fan of Knives is better for that. If your opponent has picked a weak hero such as the Lich or Bloodmage, you can often kill it in your initial rush by using Shadow Strike and physical attacks. If they don't have a weak hero, kill workers one by one with Shadow Strike and physical attacks. Shadow Strike does 150 damage at levle 1, so it will kill a Wisp with one cast. If you want to focus more on worker/unit killing, Fan of Knives is the for you. At level 3, it can kill any worker and small unit with a few Fan of Knives hits up to 5 targets, so be careful where you stand when this, you don't want to end up hitting the wrong target. Use Blink to behind the enemy's front line and use Fan of Knives on ranged units or skill casts. using move casters.

------------------8B. Harassing Units ------------------In this section, I will list the Night Elf units that are good at harassing. I will not list all the units, only the ones that are good at harassing. Huntress --------

This unit is perhaps the best harassing unit the Night Elves have. It is much faster than any other tier 1 unit so it can easily outrun them, making survival quite easy. You want to catch your opponent my surprise when using these, attack his base when he least expects it and run when he returns. Glaive Thrower -------------Glaive Throwers are not the best harassers, but they do a lot more damage than Huntress do. The key to harassing with these is to distract his army with your army while your Glaive Throwers attack his base. As you keep his army busy, your Glaive Throwers should be destroying key buildings such as farms or barracks. As your army weakens, retreat to your base and take your Glaive Throwers with you. If executed well, you could damage his army, and he would be unable to rebuild it because you destroyed his farms with your Glaive Throwers. Druid of the Talon -----------------Harassing with this unit is more fun than it is effective, but it can still cripple an opponent or give you an edge. You can use this unit it two ways: Both ways require that you have Druid of the Talon Adept Training, for the Storm Crow Form ability. This allows you to enter your opponent's base easily. Assume Storm Crow Form and fly to his base, Faerie Fire should auto cast on several nearby workers, allowing you not only to see his base, but to kill them with ease. If you want to do some damage and get out, Faerie Fire a few so you can see what he's doing, and Cyclone the rest. 20 seconds of no resources can be annoying, plus it's funny Cycloning a Peon. Hippogryph Rider ---------------A good harasser for two reasons, aerial and long range. Flying allows this unit to quickly enter a base, kill something, and run, and it's long range allows it to stay out of harm while it assault workers. Don't make these strictly for harassing, but if you have them, you might as well harass with them. That just about covers all the good harassing units, others can do it, but I don't recommend using anything else. Chimaeras could do well, but at tier 3 your opponent probably has anti-air. ------------------------8C. How to Stop Harassers ------------------------Humans -----Humans don't usually harass, but if they do most likely they're using an Archmage and Water Elementals. Detonate Wisps for some free experience. Orcs ---Far Seer harassing is common, one Wisp can kill a Spirit Wolf with Detonate so take advantage of that. Use a Demon Hunter to Mana Burn or a Warden to Shadow Strike his Far Seer. If you're being harassed by a Blademaster with Windwalk, buy Dust of Appearance. Undead -----You don't see too many Undead harassers, except for the rare Gargoyle masser.

Ancient Protectors and Archers can stop Gargoyle harassing, hiding your Wisps around your base helps too. Sometimes they rush with their starting Ghoul, if they do, remove a Wisp from your gold mine and put the one the Ghoul is attacking into the gold mine. You should be able to save all your Wisps, when your hero is completed, the Ghoul will usually run off. Night Elf --------Hero and Huntress harassing are common here, so be prepared. You should be harassing him, and he is probably trying to harass you. Mana Burn and Shadow Strike can stop a hero rush, Entangle works well on Huntress also. If he continues to harass you and you are having difficulties fighting back, get some Ancient Protectors and Glaive Throwers behind your Moon Wells. ========== 9. Closing ========== Well, it's been a long 2 days writing this FAQ in my boring PENNDOT office in Clearfield, I hope those who read this get some use out of it because I did a lot of typing. ================= 10. Contacting Me ================= If you have any questions or you find a mistake in my FAQ, you can contact me on the GameFAQs Frozen Throne message boards on the username Distortion. You can also whisper me on Battle.net Azeroth server on the username ImStoned. If you MUST you can e-mail me at matmcclosk@state.pa.us. No questions about using this on your webpage please, the answer is no. ============= 11. Copyright ============= Copyright 2003 Matt McCloskey. If you want this document on your webpage, don't bother asking me because you will be ignored, the only one allowed to use this document on a webpage is CJayC, owner of GameFAQ's. If you are not CJayC, do not put this on your webpage, period. ================== 12. Special Thanks ================== I'd like to thank Blizzard for making this awesome game, and also for their online strategy guide where I got most of my statistic information from. I'd also like to thank the newbie Night Elf players, you've inspired me to write an FAQ to help your poor souls. I won't say any names. And thanks to anyone who actually reads this. *Warcraft III: The Frozen Throne: Night Elf Strategy Guide* by Distortion </features/recognition/39191.html> Version 1.10, Last Updated 2003-08-19 View/Download Original File <http://dw.com.com/redir?asid=0&astid=8&siteid=19&edid=107&destCat=&destURL=http %3A%2F%2Fdb.gamefaqs.com%2Fcomputer%2Fdoswin%2Ffile%2Fwarcraft_iii_ft_night_elve s_a.txt> Hosted by GameFAQs </> Return to *Warcraft III: The Frozen Throne (PC) FAQs & Guides* </pc/589475-warcraft-iii-the-frozen-throne/faqs>

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