2009/09/04

Soul Burn

vs OrcにもFLですか・・・
soul burnをBMにぶち込むと良い!!!
とかなんとか。

FL使うとなると、Hero構成はどうなんだろう?
1st 2ndとかはあまり現実的ではない気もする。
3rdで使うとかになるのかね~
BMが嫌いですって人にはもってこいなのかどうなのか?



Soul Burn
Wreaths an enemy unit in magical flames which cause damage over time, prevent the casting of spells, and reduce attack damage by 50%.
Level Duration (Hero) Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 14 (6) sec. 12 sec. 85 70 N/A Air, Ground, Enemy, Organic, Neutral 100 damage over 14 seconds. 1
2 16 (7) sec. 12 sec. 85 70 N/A Air, Ground, Enemy, Organic, Neutral 225 damage over 16 seconds. 3
3 18 (8) sec. 12 sec. 85 70 N/A Air, Ground, Enemy, Organic, Neutral 375 damage over 18 seconds. 5

Soul Burn Information
Soul Burn is a versatile spell. Its primary use is to disable and kill heroes, but it can also be used to debuff powerful units like Frost Wyrms and Tauren, and to pick off fleeing units.

This ability can be used to interrupt spells.

2009/08/27

Pal or MKに対して2nd FL

DK/FL/ghoul/garg/Lava Spawn
という編成。

日本でも、誰かがやってるっていう話を昔効いたのだけども
だれだったかな・・・

とりあえず、機会があれば試してみたいところ。

Summon Lava Spawn
Summons a Lava Spawn, a resilient and deadly fire creature. As a Lava Spawn deals damage, it consumes the flesh of its target, eventually splitting into two healthy Lava Spawns.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 70 sec. 32 sec. 150 N/A 20 Air, Ground, Enemy, Neutral, Ward 425 hit points, 13-37 damage 1
2 70 sec. 32 sec. 150 N/A 20 Air, Ground, Enemy, Neutral, Ward 575 hit points, 21-45 damage 3
3 70 sec. 32 sec. 150 N/A 20 Air, Ground, Enemy, Neutral, Ward 700 hit points, 32-56 damage 5

Summon Lava Spawn Information
Lava Spawn can be used to creep efficiently, as well as to stage a rush if you can get a large enough pack of Lava Spawns while creeping near an enemy base.

Lava Spawns require 15 successful attacks to split. Lava Spawns darken each time they split. Each level of Lava Spawn has the same starting color.

2009/08/25

vs Hum(pal)にDK.DR.DL

vs hum(Pal)に対して、
DK,DR,DLとか・・・

後はabsorb欲しさにバンシー。

ん~3Heroは操作が煩雑だしな~
難しそうだ。

ま~普通にDK.pandaでも良い気がする。
ライフル行かれたら、CLを3rdに加えるとかでね。

2009/08/21

UDメモ(2009/8/21)

☆前提
Ghoulはハラススタイル
蜘蛛はCreepスタイル


☆ナンバリング
蜘蛛の場合は①がDK。②が蜘蛛。だるい時はDK蜘蛛あわせて①
Ghoulはの場合はDK,Ghoulで①。Ghoulのみでcreepしたい場合はDK①ghoul②


☆vs Humの蜘蛛(TeDスタイル)
vs AM即2nd対応の時に使用。
蜘蛛を殺されないように注意。
基本攻城戦であるという事。
蜘蛛が溜まるまで無理はしない。
箱は1~2
wagonも1~2
攻城戦の場合はT2勝負
2nd Heroはlich or naga

humがexpo行かない場合はexpo警戒しつつ、
creepしながらunit選択(unit候補→abom、dest、バンシー)
3rd hero候補(DRとかCLとか)

2009/07/09

単語帳

単語帳 (作成中)
てか、中国語のMojoって無いの?;)

UD
DK=死亡騎士 Coil=死亡缠绕 Aura=邪恶光环 Pact=死亡契约
Lich=巫妖 Nova=霜冻新星 DR=黑暗仪式
DL=恐惧魔王
CL=地穴领主

Orc
BM=剑圣 WW=疾步风   CS=致命一击
FS=先知   CL=闪电链   犬=野兽幽魂
SH=暗影猎手   Heal=医疗波 Hex=妖术
牛親分=牛头人酋长

NE
DH=恶魔猎手
Warden=守望者
Kotg=丛林守护者
Potm=

Hum
AM=大魔法師 WE=召唤水元素 Aura=辉煌光环  Blizzard=暴风雪
MK=山丘之王 Bolt=风暴之锤 Stomp=雷霆一击
Pal=圣騎士   Heal=神圣之光
BeM=

Neut
DR=黑暗游侠
Panda=熊猫酒仙 ブレス=火焰呼吸  Haze=醉酒云雾
Naga=娜迦女海巫 Cold Arrow=霜冻之箭
Alc=地精炼金术士
Tinker=地精修补匠  工場=口袋工厂  
PitLoad=火焰领主

2009/07/07

NagaとLich、個人メモ

WCRにNagaについての投稿があったのでなんとなく書き込み。

naga
nagaはcold arrowで敵を遅くさせる。(T2 push時のFootmanやarcherに有効)
有効順位 arch > footmen > dh > panda
即召還できる。
Bootsの購入は好み
coilが入らない
Orbとの相性悪い。

Lich
やっぱCoilNovaは強い。
マナ抜かれないのなら強い。でも、Lv1の段階ではLichのnovaは二発しか打てない。
coilが入る
Orbとの相性が良い。


vs NEにおいて2nd Heroに何を選ぶのかちょっと迷うけど、
恐らくDHで無ければ2nd HeroはLichでヨサゲとかreizさんが言ってた予感。
mana抜かれないしcoilnovaはやっぱ強いと言うことかな?

そして、vs Humでもnaga使ってみたらどう?ってラーメンさんに以前アドバイス貰ったけど、まだ、試してない・・・ま~これも、かれこれ三ヶ月前ぐらいの話だけども・・・・
DK naga 蜘蛛 vs AM MK Footmanって言う構図を想定した場合に
Nagaにcoil入らないところがやっぱ怖い。
NagaよりもDRかな~?とか思ってみるけど・・・微妙かな?

結局、vs HumはAoEなpandaかLichがやっぱ良い感じかな~。

2009/07/06

Hum vs NE (Hunt)

Hum vs NE (Hunt)

①即2ndする場合はTowerの建築を急ぐ。
②2AoWでHuntを作ってくる場合は、即2ndはするな。その場合はSmithをPower Buildしてライフルを急げ。
③SorcとPreistを用意
④2nd HeroはMKかNagaが良い。
⑤Lv2 WEが欲しい。
⑥Towerは1~3本必要
⑦偵察を怠るな
⑧KotG mass huntsの場合はteck行く前に2個目のraxを作り、rifleを量産。


BBSを参考に箇条書きすると、こんな感じかな?
①は即2nd行く人向け。1st HeroはAMが鉄板かな?
②~⑧は1金を想定

そして、即2nd行かないHumは基本的に微妙らしい、
そんな会話をどこかでした思い出。

2009/07/03

Orc vs NE (hunt)

Throttleさんの記事を読みながら
NEってそんなに強いのか・・・と思った今日この頃。

という事で、Orc側からするとvs NEどうやってるのかさらっと調べて箇条書きしてみます。

vs Mass Hunt

①Burrowsを守るように内政。
②2nd HeroはSHを選択。(Hex→heal→healと取る)
③Towerを良い位置に作れ。(一本~3本)
④mass wyvernは一見有効にみえるが、Archerを量産されたりbeast masterやPandaを取られると厳しい。
⑤Scout時にHHを建ててる場合は、Creepingを控える(?)
⑥SWを作る。そしてSLを忘れずに。
⑦最終編成的には、Grunt/raider/walker/kodo BM+SH 
⑧HexしたHuntをFF。
⑨Expo行けるチャンスを見逃すな。
⑩熊は網で絡めてKodoで食う。
⑪SHのLv3を急げ

以上。

⑤についてはどうなんだろう?ちょっと疑問。

2009/07/02

Burrow (蜘蛛)

Burrow
The Crypt Fiend digs into the ground, becomes invisible, and gains a regeneration rate of 5 hit points per second. The Crypt Fiend cannot attack while burrowed.
Research Cost Researched At Requirements Upgrade Time
75 75 Crypt Graveyard, Halls of the Dead 45 sec.



コストパフォーマンスが非常に良いのにあまり使えてないな~と思う今日この頃。

自分の場合Woodの管理が結構適当だったりする為なのか・・・どうなのか?
FAとcoilあるから粘れるだろうと思ってしまうためなのか・・・どうなのか?
Trainするタイミングにも気を使うし・・・どうなのか?

と・・・ま~課題山積みだけど。

Burrowは敵のFFを防ぐのに非常に有効。
普通に考えてもuber skill。

蜘蛛を使うことが多くなってきてるので、
もっと開発していくべと最近思う。

2009/06/16

vs UDミラー メモ

ghoul garg DK DL lichはTMとTRが良いんじゃないだろうか?
とか思ったりな日々。

mapも大きいのでLich rush食らいにくいし。

どちらのmapもcreepが多く、
DLが存在することでT3までcreepを支配しやす気がする。

それにgargの操作もvs NEよりは煩雑じゃないしね

他のmapは蜘蛛で良いかな?

で、注意事項的には、どのorderでもTowerは一個絶対upしとけって思う。
蜘蛛なら2匹目の蜘蛛を作る前にtower up
ghoulでも早めにup
lich rushに対する偵察は自陣の出口に骨でも出しておけば良いんじゃないか?とか思うし
それにlich rushきたらlichにFFでヨサゲ。

vs orc だらだらメモ

T3になるまでまともに戦える相手じゃない。
下手に戦うと普通に負ける。
クリープを上手く奪って、TPを使って凌ぐのが基本なんだろうけど、
TPの使いすぎには注意が必要らしい・・・
2個ぐらいまでなら良いと思うけど、
3個使わされると内政遅れまくりで、ヤバイ感じがする。

ghoulの場合はwyvとTCのコンボが怖い。
そもそも、相手がmass wyvとか行ってるのに、ghoul作りすぎると終わる。
wyvの場合は蜘蛛出すべきなんだろう。
蜘蛛じゃなくて、gargでair対決も熱そうだけど、Garg量産に走ると、T3入り遅れそうだしどうなのか?
で、蜘蛛をghoulにaddさせる形にして、DR追加してstomp防いでも蜘蛛の引き打ち出来ないと終わる。
なんかな~結局、操作力が無いと駄目だしな~とか思うし・・・
後半になればdestも欲しい。なんか大変。
後、当たり方も難しい感じ。
それとghoulはBox決めてナンボだから面倒。

蜘蛛の場合は最近選択肢多し。
それにこっちの方が楽。
SHの場合はバンシーで良いみたいだし。
TCの場合はAirで良さそう。
vs Orcの蜘蛛については一杯書いたと思うし。色々なところに書かれてあると思う。

2009/06/11

vs NE 蜘蛛

ヒルスク買わないでOKかと思ったら、プロrep見ると意外に買ってる。

Boootsとかも買わないと駄目と思ったけど、プロrep見ると意外に買ってない場合もある。

ん~きっちりrep見よう、そうしよう。

2009/06/10

Asiaいってきまー

なにやらmacroも固まってきたので、
Asiaな気分が再来。

半年振りですが、Asiaで遊んでみます。


とりあえず、種族毎の戦略をメモ

UDミラー
蜘蛛。
Rush型の1st Lichとか使わない。てか練習不足で使えない。
後はDK startの特殊な形を試す程度。

vs Orc
蜘蛛。
Dest & FWに繋げるのが個人的に楽チンなんだけど、
昨日、鬼畜バンシーのrepを見て、心変わりしそう。

vs NE
SV以外蜘蛛
2nd naga or lich
3rd お好み焼。

vs Hum
即Heroのghoul
中盤から蜘蛛を混ぜる。
ま~色々な意味でDestは偉大。
とりあえず、バリエーション豊富で色々難しいのがvs Hum
T2止め、攻城戦まで視野に入れると相当幅広い。


こんなんで、どこまで行けるか、試してみる予定。
でもま~・・・・ん~
気持ちはノリノリだけど、遊ぶ時間を確保するのが相当厳しいのだけどね(w



あ・・・・・ランダムどうしよう・・・
ま~面倒だしALT+QQで良いかとか何とか・・・お天道様が言ってた記憶;)

2009/06/09

vs NEで2nd lich(蜘蛛)を試してみる

Pesak(Ne)-VS-sapsaplove1(Ud)-TurtleRock.w3g


LSに上がっていたrepでHappyがmoon相手にDK/Lich/ghoul/蜘蛛をやってたんで
「なんだ・・・2nd hero lichでも良いんだ」
とか思ったり思わなかったりで、
そんな蜘蛛 lichを試してみたrep

とりあえず、ハラスとか行くの面倒だったので、creep頑張る系
ま~蜘蛛は基本creep型のset up
対戦中はNEのexpoだけが気になってたけれども・・・
蜘蛛なら2nd行かれても簡単に壊せる気がするのは、
妄想でしょうか?

で、ghoul / 蜘蛛が揃った時点で相手のunitが全く分からなかったので、
本陣にちょっかい出すと、熊が結構一杯;)
FW居ないと死ねそうだったので、FW作成。
FWがaddした時点で反撃に転じて、そのままwin。

2nd nagaよりもこっちの方が簡単な気がしないでもない。
とか思ったりな今日この頃。

後、DKにmana pot持たせようそうしよう。
なぜか一杯ヒルスク買ってしまった;)

2009/06/07

ARTISAN Cloth Type/MS を買ってみた












WC3の大会のスポンサーでもあるので、ちょっと買ってみました。
サイズはWLは大きすぎる感じだったので、MSにしました。

自分の場合はDHARMA TECTICAL PAD (HARD)からの変更でした。

DHARMAより少し滑りが良いので、初めは少し違和感を覚えましたが、ここはすぐになれました。

また、使っているマウスが結構ボリュームあるマウスだったので、「止まり」の方も気になったのですが、こちらも問題なかったです。

ということで、自分はマウスを親指と小指ではさんで操作するのですが、「静」と「動」共に特に問題なく使えてます。

それと、DHARMAのマウスパットの厚みが気になっていたのですが。
ARTISANに変えてからは、厚みからくる擦れがなくなったので、この部分は助かってます。

後、木の机にもピッタリとフィットしてマウスパットがズレません。

最後に、一つ問題があるとすれば、やはり価格ですかね。
ん~やっぱ若干高めですよね?
この辺は国産を歌っているいるので、しょうがないのかもしれません・・・

2009/06/05

vs Hum メモ

即2ndしないHumの場合は,Ghoulのみでcreepすることが必須な気がしてきた。
下手にGhoul引き連れてハラス行っても、簡単に死ぬ。
というか、Ghoulのミクロ操作が凄い難しい。

状況的にだけど、即2nd行くHum方が2ndエリアから
Humは動かないので、戦いやすい気がするのは気のせい?

総合的には、2金Hum>1金Hum
のはずなんだけど、ヘッポコなので1金Humの方が詰まってるという。今日この頃

ま~結局、DKでHum HeroのLv3を妨害しながら、Ghoulでcreep.2nd行きそうならば、Ghoul動員。

書くと簡単なことなのだけど、操作は結構やっこい。

2009/06/03

Undead Vs Human Complete Guide 感想

Undead Vs Human Complete Guide

色々見るところあるguildeだけど、
個人的にはインタビューが良かった感じ。

後、3rd HeroにCL使ってたけど、Guilde読んだ後は、
DR固定にしてみようかとか思う今日この頃。

即2nd以外はDK/Lich/DR (蜘蛛)の練習ですかね。
ぶちゃけ、vs NEにも十分使えそうですしね。

その後、Orcのtinker/bansheeも試してみようそうしよう。
reizさんがmicro無しで勝てるとか言ってたしね。

後、こ外人の絶賛レスも好印象。
日本じゃこうはならないだろうとか思う(w

2009/06/02

Undead Vs Human Complete Guide

http://www.wcreplays.com/forums/showthread.php?t=114338

うほ。
本当に書き上げると思ってなかった(w

出来栄えは知らないけれども、
暇な時にゆっくり読みます。

vs NE 書き直し(要点のみ)

ちょっとだけ、vs NE書き直し。
全てを書き直すのはさすがに面倒なので、ポイントだけ書いておきます。

もうT1のハラスはAoW creepしてるときのみで良いらしい。

そして
T1でUD>NEな理由は
HEROBOXを牽制として可能な時のみ。

らしいので、Box決めれない人はもう無理macro。
ちなみに、ハラス行っても、archerも無理に狙う必要ないっぽ。
下手にghoul削られたり、消耗させられたりすると、UDの時間は無くなるっぽい。
それでも、archer殺したきゃ、nagaとかLich出てきてからで良いっぽ。

という事は・・・
AoW creepやってない場合はT1はもうCreep頑張るでヨサゲ。
T2はgargハラス。
garg溜まってLich出てきたらLichのLvling
T3は前回どおりで良いかな?

ちなみにJackとかも無理に狙う必要なくて、遭遇したときだけで良いっぽい。
shadeはas you like

ん~これでLadderなら十分楽しめるはず

そして、文章については、やる気が出てきたら、もう一度vs NEを全部書き直すかも・・・;)

2009/06/01

UD vs NE (garg編)

Build Order
普通のGhoul Orderで良い。
1st HeroはDK

T1
DKのskillは相手のヒーロー確認してから選択でヨサゲ
DHならauraを取得。その他ならCoilで良い気もするのだけど、
厳密には相手がDHの場合はSkillの取り方も駆け引きがある。
でも、その辺の駆け引きは玄人になってからでヨサゲでは無いだろうか?とか駄目ですか?

で、初動はハラスでよいと思う。
Lv2にしてハラス行くという選択肢もあるけど、そうすると、相手に時間を与えてしまうので初心者の頃は相手を見失う事が多い気がする。
よって、DK ghoul4 骨杖 粉でハラスに行けば良いんじゃないという感じ。
ハラス行った場合はarcher狙いで良いと思う。
それにarcherが生き残ってると後半結構うざい。
ちなみに相手が本陣に逃げた場合は無理に追わなくてヨサゲ。
NEの本陣は思ったより硬いし。
Ghoulはやっぱモロイ(w

内政はT2押し。墓地。二個目のcrypt。zig随時追加。

Unitは相手がHuntならghoulをFood24とか26ぐらいまででヨサゲ。
archerならFood28とか30までGhoul作って良いと思う

T2
Gargでハラスの時間。
Food40一杯までGarg作る感じ。
後、gargの攻撃力のupgrade
そして、gargで狙うのはwisp。
多少ごり押しでも良いのでwisp狙う感じ。
とりあえず、dryの数が揃うのを遅らせたいし、熊も遅らせたいしね。
後はPandaにcreepさせないように頑張りたい。

内政についてはT3押しとSlaughterhouseを立てるぐらいかな?
FW急ぎたい場合にはSlaughterhouse立てるより、Sacrificial Pitを急ぐでもヨサゲ
SVとかの場合はぶちゃけ回復は泉で良いので、Sacrificial Pit急いぐで良い感

T3
upgradeはfrenzyと石化
それとrange dpsのupgrade
ヒルスクの購入2個ぐらい
mass Dryの場合はabomとかwagonの準備。
熊の場合はFWの準備
T3は決戦に向けて何かと金が必要なので、Food50で我慢。

後、Shadeを上手く付けれれば凄い有利。

そして、決戦は当たり方次第だし、操作次第。

とりあえず、決戦についてはNEはUnitが強いので、gargはPandaのFireと酒をかわしつつ、
Unitを狙って行きたい感じ。
狙う対象は
ghoulでarcher
gargでDry
FWで熊って感じかな?
例えばだけど、FWが出てる段階でarcherが生き残ってるのなら、archerにNova打ってOKじゃないだろうか?
ってなぐらいNEのUnitは油断できない。
で、FWが二体以上出せたら、逆にPanda即殺狙うけど・・・ぶちゃけ上手く行かない事が多い感じ(w

そんな感じだろうか・・・

ちなみに、ハラスとかJackがある程度決まってないと、NEの方がunit揃うの早く。
2nd金鉱とか取られて終わる事が多い気がする。

ま~2nd取得でNE側の足が止まってる間にcreepと貯金して
貯金を元にItemとUnitをそろえて、2nd攻略すればOKなんだけど・・・・
気持ちも焦るので、色々大変(w

とりあえず、UD有利とか言われる事が多いこのカードだけど、ハラス決めてナンボなところがある感じ。
基本的にハラスは決める方が断然難しいと思うので正直そんなに楽じゃないと思う。

以上。

Ladderで楽しく遊べるレベルを目指して、自分感覚で、ザラっと書いてみました。
UDの人は試してみてちょ;)

2009/05/27

OverSky's Mouse Guide

http://www.gosugamers.net/warcraft/thread/403382-oversky-s-mouse-guide

FPS視点のマウスプレビューは良く見かけるのですが、
RTS視点のプレビューは珍しかったので、Blogにのせてみました。

記事の内容的には、大量のマウスを自分で使ってプレビューを書いたようです。
この人は最終的には「Razer Salmosa」と「the Razer Salmosa Asian Edition」を
プッシュしていますね。

でも、自分はサイドボタンを使う人なので、この二つのマウスはちょっと無理臭いです。


ちなみに、自分はG3 Optical Mouseを使っています。
色々試していますが、結局G3 opticalに戻ってます。
結局壊れるまでG3 Optical Mouseを使おうかな~?とか思っています。
仮に壊れたとしたらMX518でも買おうと妄想しています。
G3 Optical Mouseはクリック感とサイドボタンがもう病みつきって感じです。

マウスに関しては、日本ではIE3.0が人気ですかね~
自分も去年IE3.0買ってみたのですが、
サイドボタンがやわらかすぎるので私は駄目でした。

とりあえず、マウスの感覚に疑問を持ってる人は、このガイドを参考にしてみると良いかもしれません。

ま~マウス選びはPlayerの感覚次第ですので、
一概にこれがBestとは言いにくいですけどね。

2009/05/24

DK/lich/DR (Ghoul order)

昨日の大会でDK/lich/DRをsaitoさんがやってたけど、
DK Lv3早いな~とか思ったり思わなかったり。
てか、大会に出てるBMが尽くJack来ないのにはビックリ。

DK Lv3簡単にさせてしまうと、Orcからすると相当辛いと思うのだけど・・・

昔、owenさん(UD) vs enzaさん(Orc)
を観戦したけど、BMのハラスが相当きつかったイメージ。
てか、Orcで上手い人はBMハラスが鬼

後、ghoul/蜘蛛には「牛」がヨサゲじゃない?とか思ったり思わなかったり。
Range UnitのFF(Focus Fire)を防ぐのにstunは結構有効なんだよね~
ま~この辺はUDがvs HumのRifle/casterに対してCLを出すのと同じ原理だと思うのだけども。

そして、牛へのサイレンスを根性でかわす;)
動く対象には結構当て難いのがサイレンス;)

ま~個人的にghoul orderでやってると牛&ワイバーンの編成が結構きつい感じです。

ちなみに、Ghoul order(自分) vs 牛&ワイバーン編成(敵)(APM120 over)
この辺の相手とか自分は全然勝てません;)

2009/05/21

silence (DR)

















Silenceの射程距離と範囲。

Testでは長く広く感じるのだけど、
実際に使うと短くそして狭く感じるのは、世の常

DK/Lich/DR

DK/lich/DR
vs all raceで練習してみます。

汎用性高そうですしね。

Hero編成 (5.21.2009)

なんか、3rdまで出す事増えてる気がするのでメモ。

vs hum
DK/panda/lich
DK/lich/DR
DK/lich/Cl
DK/naga/lich
DK/DR/lich

vs Orc
DK/lich/pit
DK/lich/tinker
DK/lich/alc
DK/lich/DL
DK/lich/CL
DK/lich/DR

vs NE
DK/Naga/Lich

UDミラー
DK/Lich/DR
DK/Lich/CL
DK/DL/lich
DK/lich/DL


vs Orcは自分の場合Dest FWを出す事が多いので、3rdまでいかない事が多い。
PitとかDLとかはトドメって感じがする。

vs NEもgargからFW出す事が多いので、同上

vs UDミラーはガチ

vs 結局、Humが一番選択肢多くて、迷うね?
もうmass Destは上手くやらせてもらえない感じ。
westはRifle/caster編成も多いので、
DK/Lich/DRの編成をちょっと試してみようとか最近妄想中。
DK/Lich/CLも良いのだけども、やっぱHumは当たり方が結構難しい。
後は、DK/panda/lichをコツコツ練習。

2009/05/18

Slaughterhouseの建て方(vs Hum)


















Slaughterhouseを並べて立てたら、HumにTRをくらちまったという話。
UD vs Humは滅多にTRなんてされることがないので、油断してたら、このざまです。
crypt とSlaughterhouse x 2が三つ並んでいてTowerの餌になってしまいました。

NEがAoLを前と後ろに分けて建てるのと同じように

何かしらの対策が必要かもしれません。
UD
は金鉱を塞いでしまうので、前と後ろは難しいので、
に分けて建てるとか良いかもしれません。







同じ時間で左側を見た図。


















zigとaltの位置を調節すれば左側に
Slaughterhouseを建てるスペースは十分作れます

また、キコリが切った木の跡地まで考えると。後ろにも建設の余地ありです。




内政ガンバ;)

NEから見たUD

AI TM SV GWはvsGargoがHardで
EI TS TR MVは蜘蛛がHard

MVの即2nd。がhard

2009/05/13

2nd DRを試してみる

vs BaneofDarknessさん (Hum)

vs Pal結構苦手なんだよな~
とか思いながらスタート

BaneofDarkness(Hum)-VS-sui(Ud)-TerenasStand.w3g

Pal Lv3がとりあえず嫌だったので、必死で妨害。
後は2ndをめぐって攻防戦。

そして、2nd HeroにはDRを試してみました。
BBS漁るとvs Humの2nd Hero候補として何度か目にしたのでチョイスしてみましたが・・・
1st skillサイレンスより骨の方が良かったかもしれないです(w

肝心のサイレンスも華麗にハズシまくり。
逃げる相手には結構当て難い。
サイレンス外しまくるぐらいなら、2nd Pandaにしたほうが良かったかもとか思う今日この頃。

後、Knightにはabomでなんとかなると思ってたけど、意外に駄目だった・・・
vs KnightはLichとかorbとか無いと駄目なのかしら?
2nd HeroにDRをチョイスしたので、orbをDKに持たせてみたけど、
結構微妙だった感じ・・・
後半からはDRの骨諦めて、DRにorb持たせたほうが良かったかもしれない。
もしくは、3rdにlich。

後、相手のvs Airがtankなのにはちょっと驚き。
gyroくると思ったけど・・・
結局、Palとtankでこちらの本陣狙ってたのだろうか?
ま~abom多めにして良かったのか悪かったのか?

結局、最終的にはKnightが多かったので、FW頼み。
zig間違えて消しちゃって・・・ヤバとか思ったけど・・・
ま~なんとかFWでGoGo。win

FW製造は2ndを確保したらって思ったけど、
別に2nd無くてもKnight多めなら有効なんだな~とか思った今日この頃。

2009/04/28

vs NEを振り返る

NEの立ち上がりは、

Hunt or archerの2パターン
ココは、HHの有無でほぼ把握できる。

後はAoW creep。
AoW行ってる場合はarcherだろうし、即効ハラスの時間って感じだろうか?

でも、ハラスと行っても、深追いは禁物。
NEの本陣は意外に固い。
そして、Ghoulはやっぱ驚きの柔らかさ。

今自分のvs NEがやたらきついのは、相手がHunt行ってるのに、
Food30までGhoul作ってたからじゃないかとか思ったり思わなかったり・・・⑨

vs Orcにしろvs HumにしろUDミラーにしろ、戦略変えるの面倒だから、全部ghoulをfood30まで作ってたのがそもそもの元凶かもしれない・・・;)


後、蜘蛛も練習しないとな~とか思ったり思わなかったり。

Ghoul→蜘蛛 with nagaは↓こんな感じかな?(WCRより転載)
Ah I studied some FoV build orders on Twisted meadows and realized how off my game was.

He gets like 24 food ghouls and techs then 26/30 gets zig + yard stops making ghouls

tier 2 right away tech tier 3 grab 4 ghouls and naga witch push elf base cancel lores and kill archers.

another zig and slaughter/sac pit while teching and switch to fiends

when Tier 3 make lich and 3 fiends research frenzy push elfs base again

(this game he didnt go fast bears but obviously you get 1 statue research destro and make boneyard if he fast teched to frosts)

really good all around build order and you never stop pressuring elf or are late in tech

Im gonna practice this a bunch and see if it works out


で、Mass 蜘蛛はLotoさんのrepを参考にしよう。そうしよう。


しかしま~Ladderは別にBO3じゃないのだから、 one race 相手に3つも戦略を用意しなくても良いんじゃね?とかちょっと甘い考えも・・・(w

2009/04/27

wc3のkey設定

keycraftがダウンロードできなくなってしまったので、
warkeysを使ってます。

http://warkeys.sourceforge.net/


海外Toolsはウィルスが入ってる可能性が否定できないので、
扱いに注意が必要ですが・・・
自分は今のところ問題なく使えてます。

また、WC3のkey設定は人によって様々です。

もちろん、デフォルトのままという猛者もいれば。
customkey.txtをダウンロードしただけでそのまま使っている人、
custom.txtの編集を自分で変更している人。
で、最後に私のようにtoolsを使っている人。

ま~色々ですね。

vs NEで詰まってます

ん~微妙にvs NEがきつい。とか何とかな週末。
WoWもボチボチやってますが、
基本的には、対戦中毒者なので、WC3もやってます。

今のところ、Gargハラス成功したらwin
失敗したらLoseって感じがします。

もう、T2でごり押しでAoL破壊行ったほうが良いのかもしれないな~とか思ったり思わなかったりです。で、AoLが駄目ならwisp狙いですかね。

ハラス行かないで、ボォーっとしてるとPanda(naga) archer dry 熊と出てきて終わります。
どれも強力なunitなので全然馬鹿に出来ないです。
熊に対してFWという選択肢は確かにありますが、FWはトドメという感じがいなめません。

それと、結局ヒルスクを上手く使えるか使えないか?の差ですかね~

そんなこんなで、vs NEに苦戦してたりするので
NE側がどんな戦略でvs UDやってるのかな?
とか思いBBS眺めたのですが。
imba imbaとnoobな書き込みが大半でGoodな書き込みを探すのメンドクサ
とか思ったり思わなかったり;)

2009/04/10

蜘蛛メモ

Customやりまくった結果だけど
蜘蛛の場合はWoodの供給は四人掘り。

4の方が臨機応変に対応できるので、安定する感じ。

3と4の差はデカイ。

てか、3.4行ったり来たり。

2009/04/02

alcマトメ

良い所
毒+rageでGhoulハラスとか返り討ち。
range攻撃が標準装備
pandaも揃えたら、UDのunitとかフルボッコ

悪い点
armorが低い
coilnovaが怖い

対策
armorが低いのでitemで補う
coilnovaはDRとかで耐える。


alcツエ~!!!
もうあれだ・・・NEに転職するしかない!(w

NE vs UD (alc)











1st Alchemist
http://www.wcreplays.com/forums/showthread.php?t=110352

某氏が、これでsusiに勝った事あるって言ってたので、
NEのフォーラム見てみたら、スレ発見。

スレが長い・・・長すぎる・・・読むのダルイ・・・orz

ちなみに某氏と対戦してalcにフルボッコにされました(w

いぁ~Ghoulでなんとなくハラス行ったら、
ありえないスピードでGhoul死にました・・・;)
画面の前で
「もうちょっとGhoul粘れよ!!!」
とか叫んだのは内緒。

恐るべしAlc

2009/03/27

vs Hum 即DK蜘蛛 メモ (vs 即2ndの場合)

vs Hum 即DK蜘蛛 メモ (vs 即2ndの場合)

①終了レベル
敵Hero 1st MK (蜘蛛が即効で昇天)
対策:Garg様出動の準備。

②厳しいレベル
AM Lv3 (WE様が鬼です。)
Lv3なると普通に本陣まで迫られます・・・こちらの2nd Hero出るまで実質下がりっぱなしの人生。
対策:少しでもLv3遅らせる為にハラス頑張ってjackしましょう。

③ガチレベル
Lichが出てきたら、反撃の時間。
箱も欲しい。
蜘蛛とlichで頑張って敵2ndまで押し返しましょう。
MKが出てきたら、上げ下げして耐えてplz


T3になる前に
ハラスの時間。
少ない蜘蛛で耐えて、蜘蛛を貯めてから反撃の時間
攻城(vs Tower)の時間
と盛りだくさん。

勝つときは10minで終わるけど、負けるときは5minで終わるそんな戦術。

そして、自分の場合、ハラスの時間で既にボロボロ;)

Ghoulの方が・・・楽チンだと思われます。
プロの世界はシビアすぎる。

2009/03/17

vs 1st MK

1st MKだったらgargで良いのか。

1st Heroが出るのが2min10sec前後
Hero早の蜘蛛だと一匹目の蜘蛛を作るのが3min前後

MKとみたらghoul(7匹程度 偵察込みでtotal Food25程度)を増やしおいて、
2cryptにしてGargを作る。


それにしても、やってみないとわからないか

hum vs 蜘蛛

蜘蛛に対するhumは

2rax
defend開発
2nd Hero MK
Tower大量

プラス

1st Hero MKという選択肢

UD vs Hum Order選択数

UD vs Hum Order選択 (replay netより集計)(二月~現在)(UD win only)



蜘蛛

Ghoul

両方

UD vs Hum

13

6

2









両方は終盤で蜘蛛を出す形。





集計してみてわかったけど、いつのまにかトレンドはghoulじゃなくて蜘蛛になってたという話。



Ghoulの場合は2nd Hero Pandaほぼ固定。

早hero蜘蛛 order memo

Hero早、蜘蛛Order (妄想編)

aco2
alt zig
crypt
aco(偵察)
shop
grave
ghoul2
T2
蜘蛛(food20)
zig
蜘蛛
蜘蛛
zig
蜘蛛
lich
sh
t3
zig

ん~こんな感じ?

2009/03/16

vs Humも蜘蛛?

UD vs Hum Guideって有名どころだとMyMぐらいか~
http://www.mymym.com/en/article/768.html


そもそも蜘蛛で行くかGhoulで行くかというデカイ選択肢があるから、
ガイド書くのも大変じゃないかな~?とか思う日々。
Hero早出の蜘蛛がオススメとか某氏が言ってので、やっぱ素人レベルなら蜘蛛がオススメなのかな~?

蜘蛛なら2nd Hero Lichで鉄板で良いしね。

GhoulだとPandaという選択肢が広がってしまい、
行き着くところ、Pandaはcoilの恩恵ないから色々キワドイ感じかな?

2vs2とか3vs3で毎日ってほど蜘蛛使ってるわけだし、
vs Humの蜘蛛も練習しようかな~?

ま~Hero早だしのOrderから練習し直しだけどもね(w

2009/03/04

Tedの蜘蛛Order Build (WCReplaysより)

Tedの蜘蛛Order Build (WCReplaysより)

2 Acolyte Que
Altar + Zig
Crypt
Tomb of Relics
Graveyard
Ghoul
Ghoul
Nerubian Tower
--Tech--
Zig
Fiend
Fiend
--Tech--
Zig
Lich
Slaughter
Zig
Fiend
Statue
--Optional Destroyer Upgrade--
--Optional Sac Pit--
--Optional BoneYard--
Additional Fiends

ん~個人的には、微妙に蜘蛛少ないような気がする。
進化遅らせても良いので、T2-T3の間にもう1匹ぐらい蜘蛛欲しい感じもする。
ま~プロのOrderをそのまま使うとシビアすぎるところもあるから、こんなもんとは思うけど。

Hero早だしの蜘蛛については、saitoさんのMovieも上がっていたので、そちらの方が良いかもしれない。

2009/03/03

vs Hum メモ

Hero
1st hero DK /
2nd panda / lich / DR / naga
3rd lich / DR / CL

unit
melee = Ghoul / abo
range = fiend / ban / wagon
air = Dest / garg / FW


Hero選択が一番難しい予感。vs Orc NE UD Hero選択の方が断然楽。

Panda→vs tower / gyro / tank
DR →vs DHR
naga →vs AM狙い
Lich →砲台(nuke)
CL →vs RifleCaster

Unit選択
臨機応変

リスクアセスメント

リスクアセスメント

リスクアセスメントとは「事前にリスクを評価して、リスクを回避する手法」とでも言うのだろうか、
コンプライアンスの次はリスクマネジメントだと言われ、そのリスクマネジメントの中の一つにリスクアセスメントがある感じ。

とりあえず、リスクの評価のやり方。

wc3のNormal gameを意外にリスク評価できなくて、「ほむぅぅぅ~」って感じ。
ま~ゲラとして「評価表」を書くと

////////////////////////////////////////////////////////////////////////////
Step1
リスク評価基準

①ミスの可能性        評価点          基準        記事欄
可能性が非常に高い     6点
可能性が高い          4点
可能性がある          2点
可能性が殆ど無い       1点
_____________________________________________________________
②ミスの頻度          評価点         基準        記事欄
非常に多い          4点
多い              3点
時々ある            2点
めったに無い         1点
_____________________________________________________________
③進行への影響       評価点         基準        記事欄
重症              10点
中程度             6点
軽症              3点
殆ど無し            1点
_____________________________________________________________

/////////////////////////////////////////////////////////////////////////////
Step2

リスクレベルの評価
レベル 評価点の合計     評価         対応
A     16点~20点      許容できない    最優先で改善
B    11点~15点     重大な問題あり   優先的にリスク提言対策
C      6点~10点     多少問題あり    リスク低減対策の検討
D     1点~ 5点     許容できる      対策不要

///////////////////////////////////////////////////////////////////////////

「評価表」はこんな感じ。
step1とstep2とで成り立つ。

で、この「評価表」を元に、例えば金鉱閉鎖を表に当てはめると

/////////////////////////////////////////////////////////////////
step1
リスク評価基準

①ミスの可能性    評価点    基準
可能性が高い      4点     殆どの人が経験

②ミスの頻度      評価点    基準
非常に多い       4点     対策が無い場合100%発生

③進行への影響   評価点    基準
重症           10点     Aco殺された場合の影響は大
//////////////////////////////////////////////////////
step2
リスクレベルの評価
レベル    評価点の合計    評価         対応
A       16点~20点     許容できない   最優先で改善
///////////////////////////////////////////////////////
対応策
金鉱封鎖の絵を参照。
可能ならばその絵をPlay中に見えるところに掲載(見える化推進)
絵はリンク参照
//////////////////////////////////////////////////////

以上。


雑感
ん~どうだろ・・・・
とりあえず、Excelで作って貼り付けようと思ったら、Blogが上手く対応してくれなかった。
でも、こんなもんかな~
それにしても、WC3で使うにはプロセス長い感じかしら?(w
データベース的に情報をこうった形で貯めていけば、それなりのものにはなると思うけどね~
ま~別にwc3限定じゃなくて、別ゲームでも使えるかのう

ま~仕事で使ってる事をwc3に転用しただけ。

2009/02/24

NE Build Order

BUILD ORDER ANTHOLOGY

Over the following threads I will attempt to define and describe common build orders and for use in solo play in Warcraft III: The Frozen Throne. It is a work in progress now so I will add things as I get the time. The BOs are commonly seen on battle.net and in professional games. The target skill level that may wish to use this compendium ranges from not only the very new, but in my opinion up to experienced or competitive players. Coupled with the suggested replays I feel the detail of these builds, complete with matchup, map and hero suggestions, is sufficient enough to follow for all types of players. Do not worry if you feel you are experiencing déjà vu, as many of the Orc build orders are quite similar with sometimes only slight differences differentiating two unique strategies. In the following article I seek to define the given build order up to the 25-35 supply mark. The setout of this compendium is explained below:

----------------------------------------------------------------------------------------------------------

RACE – Build Order Name – This is just a name I made up, generally very literal and to the point. Perhaps you might want to come up with your own to do with timing or something like they do with StarCraft build orders.

Matchups – Again, it is certainly not limited to these matchups but they are the favourable ones. In some cases the build does not lend itself well to other matchups.

Maps – This is by no means a complete list of maps that the build may be used on, just some that I identified as somewhat favouring this type of build for various reasons.
.
Replays – This is a list of replays I have found (generally sourced from mymym.com) that demonstrate the build order or very close to it. These are handy for expanding on any notes I include.

Heroes – Here is included suggested 1st/2nd/3rd heroes for the particular build but again it is not set in concrete.

Notes on Usage – Included is a small paragraph on what strategies to aim for in utilizing the given build but nothing detailed, just general tips.

----------------------------------------------------------------------------------------------------------

PART II – NIGHT ELF BUILD ORDERS

Like Orc build orders, Night Elf openings are generally very similar with variation mostly reflecting the mid-game army choice of either archers/huntress/ballistae or dryads/druids.

Classic Night Elf openings generally involve one possible order. This is defined below in several of the build orders and consists of getting an altar, moon wells, and an ancient of war with which to make a single archer to creep with initially. There has been some use of delayed AoW to get earlier huntress, but the classic opening is by far the most common. While the opening is uniform across the builds, they do branch out and in general you cannot use the exact same build in every racial matchup or map.

NIGHT ELF – Dual AoW Build
Matchups: NE v NE, NE v HU
Maps: Terenas Stand, Lost Temple, Twisting Meadows
Replays: mym19199, mym22275
Heroes: [Warden], [Priestess of the Moon/Dark Ranger]

Notes on Usage: This build is most often used against Human players, as it is somewhat effective in countering the fast expansion before it can be used to overwhelm you. Use your Warden to harass the expansion using Fan of Knives to kill the peasants. Your army of huntress and archers can be on standby to back up your Warden if it is engaged by the human army or alternatively attacking the main base of the Human player with hit-and-run actions. Early on you may feel you need the support of Forest Troll shadow priests and berserkers if the map provides them. Once your second Ancient of War is underway being built your first Ancient of War, having done its job creeping, can be walked back to your base and be planted next to any possible farms that the human may have constructed in your base to take them out. There are two options to counter the fast expansion of the human, the first is to build 4-5 huntress along with your archers that you kept alive and keep hitting the human and running with your more mobile army until you have amassed around 4 Glaive Throwers so that you are ensuring the Human is already under pressure. The second is that you cut huntress production after say 3 and then attack as soon as the 4 Glaive Throwers are complete. You should have a zeppelin where available to keep your immobile glaive throwers alive. Either way you must take careful notice of how you are positioned – if it is too open your glaive throwers and zeppelins are vulnerable so a choke point from which you can hit a human base is favourable. Also favourable is being in between the expansion and the main base of the Human player to prevent reinforcements and expand your options for harassment, choosing either base to hit effectively. In these locations you may want to build your Ancient of Wonders nearly for easy restocking of items. Ensure trees or rivers are around to flee your zeppelin to if it is heavily fired upon. Bring 3-4 wisps with your army to detonate over the Human army, banishing water elementals and robbing him of mana, and also to restore health to your damaged throwers.

For the older and somewhat dated Priestess of the Moon build your aim is to amass huntress so that with the superior army you can control the map more effectively than the defensive, fast-expanding Human player and prevent them from gaining too great an advantage from the additional resources. In this case, use your PotM to steal creep kills with her searing arrows and long range attacks and keep her alive with shadowmeld. Instead of creeping and building archers you will be harassing with your PotM so you may build your Ancients of War inside you’re the Hall and 2nd Ancient. Basically, keep pressure on the human player and in down time creep out any camps nearer his base. Try and hit the expansion before the towers go up and take out peasants if possible, although this is harder without the Warden. Later on you can get glaives but often Dryads are an effective unit choice to abolish Water Elementals and slow units in order to snipe them more effectively. The second hero choice is there to complement your ranged damage and bolster your army size with summons.


- [5/10] Queue up one wisp at your Tree of Life.
- [6/10] Send 3 wisps to gold and one to build an Altar. Send it to lumber once it is done. Send the other free wisp to a location where you wish to build your Ancient of War for creeping. Note that if the location you wish to creep is very close you can afford to send this wisp to gold initially to get +10 or so gold. Queue up 2 more wisps.
- [7/10] Use the first wisp created to make a moon well. Send it to lumber once it is done.
- [8/10] Send the second and third wisps made to the gold mine to bring that up to 5.
- [9/10] Build 3 more wisps to harvest lumber. Your hero should be made around now. This brings your total population up to 17 once the wisps are trained, but remember one wisp was sacrificed in making the Ancient of War, bringing the total to 16 food.
- [16/10] Build an archer from your AoW and send a wisp to scout your opponent.
- [18/20] Build another moon well.
- [18/20] Build 2 more wisps. Send one of these to the location you want your second Ancient of War at (generally in position to assist in creeping).
- [20/20] Build your second Ancient of War now. Rebuild your wisps so that you have 6-7 working on lumber.
- [22/30] Build your Hunter’s Hall. Don’t make more than 3-4 archers if you can help it before you start to pump huntresses. Follow up with hunts and then 4 glaive throwers for an effective if risky counter to the human FE on twisted meadows or LT. A zeppelin is very useful here for keeping your immobile glaive throwers alive.

NIGHT ELF – Dual AoL Build
Matchups: NE v ORC, NE v UD, NE v NE
Maps: Terenas Stand, Melting Valley, Lost Temple, Echo Isles, Twisting Meadows
Replays: mym22116, mym22417, mym22420
Heroes: [Demon Hunter/Naga Sea Witch], [Demon Hunter/Brewmaster], [Demon Hunter/Beast Master/Naga Sea Witch]

Notes on Usage: In a Night Elf mirror matchup there are several important areas that require attention. Foremost, the units you use will generally be mostly Druid of the Claw and then secondarily Dryads. Try not to let your opponent get ahead of you too far in either count. First of all, creeping efficiently and constantly all game is the most important part, as are the items dropped (but this cannot be helped). Second to this is scouting; you must know what your opponent is up to when not creeping and you must take care to see what units are being trained. Getting in the first Mana Burn in a Demon Hunter duel also helps to tip the balance in your favour. Other things that can tip the balance of the battle are things like goblin shredders for additional lumber or base defence, zeppelins to preserve units, unit upgrades, and items such as scroll of protection to cover regeneration and other useful enchantments to use up the Dryads’ Abolish Magic. Less common tactics involve hidden chimera tech or something similar if you scout that your opponent has gone heavy on bears with few dryads, but note that if scouted something like this is very easily countered. You moon well count or upgrade may also be decisive in defending your base. If against Undead you may wish to build an Ancient Protector to ensure against skeletons or ghouls picking off wisps. Dryads are utilities for slowing down fleeing units, providing anti-air (especially gryphons/chimeras) and dispelling enchantments or negative spells on your own units so preserve them in battle as being poor tanks they will be targeted by the enemy hero. Cold arrows used in conjunction with slow poison from your dryads makes for a very strong combination against fleeing opponents.

- [5/10] Queue up one wisp at your Tree of Life.
- [6/10] Send 4 wisps to gold and one to build an Altar. Send it to lumber once it is done. Train another wisp.
- [7/10] Use the first wisp created to make a moon well. Send it to lumber once it is done.
- [8/10] Send the second wisp to the entangled gold mine.
- [9/10] Send the third wisp built to scout the opponent (this can be delayed if it is a 2 player map).
- [10/10] Send the next wisp to scout if a 4 or more player map, otherwise send it ready to become an Ancient of War.
- [10/20] Queue up more wisps (around 4) and make your hero.
- [16/20] You should have 3 wisps on lumber and 4 queued here.
- [18/20] Build your first Ancient of War. Build one archer and creep.
- [18/20] Build a Hunter’s Hall. Your hero should now be out. Note if this is a Night Elf mirror matchup you can afford to build your Hunter’s Hall later at 20 food. Build a second archer after your Halls are done to speed up creeping.
- [20/20] Build another moon well.
- [20/30] Upgrade to the Tree of Ages. Build a huntress.
- [23/30] Build a moon well, upgrade ultravision, and create another huntress. Build one more huntress after this. In a Night Elf mirror match up you can forego these huntresses.
- [28/40] Build an Ancient of Lore here and, once your Tree of Ages is done, build your two Ancient of Lore buildings at around the 32 food mark. It is also worth getting a second hero at this moment, too.

NIGHT ELF – Druid of the Talon Build
Matchups: NE v ORC
Maps: Melting Valley, Echo Isles, Lost Temple, Twisting Meadows, Road to Stratholme
Replays: mym19408, mym21703, mym20754, mym22114, most ORC v NE replays
Heroes: [Demon Hunter/Beast Master/Naga Sea Witch], [Demon Hunter/Beast Master/Tinker], [Demon Hunter/Keeper of the Grove/Tinker]

Notes on Usage: This build is one of the most effective if not the most effective in countering the classic Orc build. This is for several distinct reasons, and influences game aspects such as hero choice and base layout heavily. Firstly your base can be effectively ‘walled off’ using moon wells (usually in a diagonal line on maps like Echo Isles) and with the Altar and perhaps an ancient out front. The benefit of this is not only that your wisps are protected from the Blademaster’s harassment but on many maps the layout can be such that you may build your Anchients of Wind behind the wall. Druids of the Talon can still fit through this diagonal moon well layout and are thus also protected from the Blademaster. When a situation arises that benefits free movement through your base (such as having a hero stuck in your wall or needing to retreat behind your wall in) you can simply uproot an ancient to form a kind of ‘gate’. Your hero selection will generally include the Demon Hunter as the first hero, and he should be used to creep with the archer and Ancient of War initially before moving on to harassment and disruption of the Orc creeping as mana burn is effective in stopping the Blademaster using its wind walk ability to good effect. The second hero, in the form of the Beastmaster or Keeper, is generally support for your units where the Beastmaster’s summons provide extra damage and the Keeper’s entangling roots can trap key enemy melee units to prevent them attacking or to surround them and Thorns Aura can aid with your damage output. The Tinker is most effectively used for Pocket Factory, which should generally be placed in one of two ways. The first of these is to set it up so that is blocks and protects your casters from the heavy melee units of the Orc or to help with a surround on an opposing hero.

You should be aiming to have between 11-14 DotTs (depending on how many archers or mercs you have) and keep a troll shadow priest around where possible for abolish magic. Use your DotTs to target raiders first, and then grunts and heroes where appropriate. Your summoned hawks are effective against the spirit walkers as are the quillbeasts. A large decider in whether you will win or lose a battle is the Shockwave ability of the Tauren Chieftain hero as it does a lot of damage to many of your weak casters at higher levels. To prevent this you can pay close attention to the way your dots are arranged (do not clump or expose a line to the Tauren) or mana burn the Tauren to deny him his energy and constantly keep the Tauren and Blademaster under the effect of Cyclone (as they are the main damage output of the Orc army) using it to slow and surround fleeing units when the opportunity arises.


- [5/10] Queue up two wisps at your Tree of Life.
- [6/10] Send 4 wisps to gold and one to build an Altar. Send it to lumber once it is done.
- [6/10] Take one wisp off gold once it has harvested 10-20 gold and send it to create an Ancient of War at a creep camp.
- [7/10] Use the first wisp created to make a moon well. Send it to lumber once it is done.
- [7/10] Send the second wisp to the entangled gold mine. Queue up 5 wisps when you have the gold.
- [8/10] Send the third wisp built to your gold mine. Send later wisps to lumber.
- [9/10] Your Altar should be complete, train your hero.
- [15/20] Train an archer.
- [18/20] Build a moon well using one of your lumber-harvesting wisps.
- [18/20] Scout your opponent with a wisp and place 2-3 wisps around the map in convenient locations (e.g. near mercenary camps, at chokes, at hero taverns, etc.).
- [18/20] Build wisps up to 20 food (perhaps you lost some).
- [20/20] Build another moon well. You should have 14 wisps now. 5 on gold, 6-7 in your main harvesting lumber, and 2-3 harvesting lumber in key positions to scout on the map.
- [21/40] Build an archer.
- [23/40] Upgrade to the Tree of Ages. Build another archer.
- [25/40] Build a moon well using a wisp taken from lumber. You may get your second hero now.
- [29/40] Now all your spare wisps will pay off, you have enough lumber to build an Ancient of Wind. Immediately after this you will upgrade to your Tree of Eternity.
- [28/50] When you have the resources, make a second Ancient of Wind.
- [27/50] Build your Ancient of Wonders (note: If you feel you don’t need or want your ancient of wonders as early, it can fit in at around 30/50 food).
- [26/50] Upgrade your Druid of the Talon Adept Training and pump dotts from both Ancients of Wind. Support your druids with a couple of Faerie Dragons.

NIGHT ELF – Tavern/Archer Fast Expand
Matchups: NE v HU, NE v UD
Maps: Echo Isles, Twisting Meadows, Melting Valley
Replays: mym21772
Heroes: [Dark Ranger/Brewmaster], [Naga Sea Witch/Brewmaster], [Beast Master]

Notes on Usage: This strategy is mostly viable against Human opponents, as more often than not they will use a similar fast-expand build with towers to protect their expansion. Early on you should be about evenly matched but your army is more fragile so try not to directly engage the opponent unless you have solid micro and are supported by either an ancient, moon wells, or mercenary units such as the shadow priest (to abolish enemy summons). Dark Ranger is a good option for this build as the additional free units coupled with silence to stop enemy spell casting makes for an army that can hold its own early on when you are at your weakest. Scout with your dark minions and send them occasionally to attack low-HP peasants in the human base (they may be lower HP because of early creeping with militia). Creeping is vital as always, but even more so with your weak early game army where you need the support of many Dark Minions. You should be relatively safe from full creep jacking because your Ancient of War will aid you in battle if required. With Dryads and Bears out you can easily lure creeps into safer areas to creep them a little out of harms way. The human may get a unit combination of casters supported by a few mortar teams to take out your dryads so try to target these if you find the enemy retreating, as they are a little slower than the rest of the army and can be very damaging – keep one or two scrolls of healing equipped when possible. For larger maps the Beast Master is a viable choice as first hero.

- [5/10] Send 4 wisps to gold and one to harvest lumber near your intended creep location (such as the mercenary camp in Echo Isles).
- [6/10] Start training 4 wisps when your resources allow.
- [7/10] Send the first wisp to lumber, perhaps where you wish to place your ancient of war or in a place to act as a spotter. Queue up another wisp to total 5 trained wisps.
- [7/10] Use the first wisp created or another on lumber to make a moon well when the second wisp created is almost complete. Send it to lumber once it is done.
- [8/10] Build an Ancient of War outside the creep camp you wish to creep.
- [8/10] Send the second wisp built to your gold mine. Send later wisps to lumber. Build more wisps but cancel if you need the immediate gold.
- [10/10] Construct your Altar now – Note that this is delayed because you are timing it to coincide with tavern heroes becoming available.
- [10/20] Create a moon well.
- [11/20] Train an Archer. You should have made around 13-14 wisps nearing this point (note some have been sacrificed in making AoW or are still queued up).
- [15/20] Train an Archer (2nd).
- [18/20] Train an Archer (3rd).
- [20/30] Hire your hero from the tavern – the Dark Ranger is a popular choice, along with the Naga Sea Witch.
- [26/30] You may want to hire some mercenaries when you can afford them, such as the forest troll priest or the berserker later on.
- [29/30] Build a Moon Well.
- [29/30] Build a Tree of Life close to the expansion.
- [31/40] Upgrade to a Tree of Ages in your main.
- [31/40] Build a Hunter’s Hall and an Ancient of Wonders when the Tree of Ages is about 50% complete.
- [30/40] Build a Moon Well.
- [31/40] You can get a second hero around now, and further on at around 36/40 you will be able to get two Ancients of Lore. Also get an Ancient of Wind a little after this for faerie dragons if the opponent has casters, and hippogryphs if they get their own air to counter your faerie dragons.

NIGHT ELF – FE Hunts/Casters (Single AoW)
Matchups: NE v ORC
Maps: Twisting Meadows, Gnoll Wood, Other large or 4 player maps
Replays: mym21355, mym21375
Heroes: [Demon Hunter/Keeper of the Grove]

Notes on Usage: An older alternative to countering the classic Orc build and even Human fast expansion, this Fast Expansion Night Elf build is somewhat less efficient in dealing with classic Orc as it requires a high level of micro and concentration with the more fragile unit mix. It also requires adequate disruption of the opponent’s creeping to prevent very powerful Orc heroes killing your damage-dealing huntress too fast. Achieving this can be as simple as aggroing creeps where the Orc army is healing at a well and then shadow melding to avoid damage. Try not to engage the Orc army directly when you are around the same food limit, but instead aim to attack while creeping or when around your base, or even before the Orc has all his tech units as this build ends up slightly faster. Jacking buildings also works well, target his tech buildings or burrows for maximum effect. You can also replenish your army faster and afford to get some healing and invulnerability potions for your heroes with the additional gold from the expansion. Use mana burn as often as possible on the enemy heroes, and use your entangling roots to target raiders as they have low HP and are more likely to go down. Remember, as with most NE builds, to keep 2 or 3 wisps around the map at convenient locations to spot creeping such as goblin merchants. Once your army is up and running the Orc should not have quite as much as you so you can feel free to engage. As a general rule, target raiders and grunts with your ranged units and casters with your Demon Hunter. Heroes are also a favourable target if already on low HP but take note of their items (e.g. if they have invulnerability and healing potions it may be a waste of time and you should instead mana burn them and target the raiders).

- [5/10] Send 4 wisps to your entangled gold mine.
- [5/10] Build an Altar. Send the wisp to lumber when it is done.
- [5/10] Build 2 wisps.
- [7/10] Send your first wisp trained to build a moon well. Send the wisp to lumber when it is done.
- [7/10] Queue up 4 more wisps.
- [8/10] Send your 2nd created wisps to your gold mine. Queue up 2 more wisps. Keep pumping wisps when you have the gold. Send subsequent wisps to harvest lumber.
- [9/10] Send a wisp to scout your opponent.
- [18/20] Build a moon well.
- [18/20] Build an Ancient of War directly after the moon well. Try to wall off your base if possible.
- [18/20] Build a Hunter’s Hall when you have enough resources.
- [19/20] Send your 14th wisp trained to a convenient location for an expansion. Stop wisp production at 20 food (15 wisps).
- [20/30] Upgrade to a Tree of Ages.
- [20/30] Build a Huntress and begin to upgrade Ultravision.
- [23/30] Build a Tree of Life with your wisp previously located at the desired expansion.
- [22/30] Build a second Huntress.
- [25/30] Build a moon well.
- [25/30] Build a Huntress when you have enough resources.
- [28/30] Build an Ancient of Wonders.
- [27/30] Build an Ancient of Wind and an Ancient of Lore. Pump Dryads, DotTs and Huntress, having roughly an equal number of Druids and Huntress and one or two extra Dryads. Get your second hero when you can afford it. Remember to creep your expansion with the aid of your Tree of Life and make wisps to farm gold.

Human Build Order

BUILD ORDER ANTHOLOGY

Over the following threads I will attempt to define and describe common build orders and for use in solo play in Warcraft III: The Frozen Throne. It is a work in progress now so I will add things as I get the time. The BOs are commonly seen on battle.net and in professional games. The target skill level that may wish to use this compendium ranges from not only the very new, but in my opinion up to experienced or competitive players. Coupled with the suggested replays I feel the detail of these builds, complete with matchup, map and hero suggestions, is sufficient enough to follow for all types of players. Do not worry if you feel you are experiencing déjà vu, as many of the Orc build orders are quite similar with sometimes only slight differences differentiating two unique strategies. In the following article I seek to define the given build order up to the 25-35 supply mark. The setout of this compendium is explained below:

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RACE – Build Order Name – This is just a name I made up, generally very literal and to the point. Perhaps you might want to come up with your own to do with timing or something like they do with StarCraft build orders.

Matchups – Again, it is certainly not limited to these matchups but they are the favourable ones. In some cases the build does not lend itself well to other matchups.

Maps – This is by no means a complete list of maps that the build may be used on, just some that I identified as somewhat favouring this type of build for various reasons.
.
Replays – This is a list of replays I have found (generally sourced from mymym.com) that demonstrate the build order or very close to it. These are handy for expanding on any notes I include.

Heroes – Here is included suggested 1st/2nd/3rd heroes for the particular build but again it is not set in concrete.

Notes on Usage – Included is a small paragraph on what strategies to aim for in utilizing the given build but nothing detailed, just general tips.

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PART II – HUMAN BUILD ORDERS

The standard opening for any human player today is the fast expansion with militia where the map allows. This is not only beneficial in that it provides an expansion without sacrificing your unit count or creeping too heavily, but gets your hero much faster XP than many other openings. Like the classic Orc opening this can be somewhat predictable however, and creative players may time harassment perfectly to delay your expansion before the towers go up. In addition your lumber peasants are softened up to some degree, and while they are generally not targeted they would provide easy XP for a roving Blademaster if you do not wall in correctly, or easy pickings for summoned skeletons when dealing with Undead of Dark Rangers.

HUMAN – Fast Expansion Build
Matchups: HU v ORC, HU v NE, HU v UD
Maps: Lost Temple, Twisting Meadows, Melting Valley
Replays: mym21592, mym21707, mym22274, The China v Korea games yield many replays of this, as InFi and Sky seem to use this build against Orc players like Lyn a lot.
Heroes: [Archmage/Mountain King], [Archmage/Tavern Hero], [Archmage]

Notes on Usage: Don’t be afraid to let your militia tank the damage once your water elemental is banished because as lumber peasants in your walled-in base they will rarely get targeted for more damage, but pay attention as they have low HP and may die easily to higher level creeps. Aim for 3-4 towers to defend each mine to give yourself enough time to reach the expansion if it is pressed and also to deter single low-level-hero harassment of the peasants. The opening of this build is very flexible in allowing you to gain a strong, well-defended economy and being able to branch into things such as a workshop/arcane sanctums/gryphon aviaries with minor tweaking. Be sure to creep so that your water elementals can help to bulk up your relatively small early game army of footmen. Creep jacking can help prevent enemy heroes getting too strong and so able to destroy your towers quickly solo.

Against undead who has not sufficiently walled in you may opt for a paladin with fast-level up to take out acolytes by using invulnerability potions, divine shield and clarity potions to keep alive and maintain mana (use the clarity potion as soon as you use divine shield as they will last roughly the same time and will not cancel while you are invulnerable) while killing the acolytes with level2/3 holy light. If you keep this pressure on it will either stall the Undead upgrades or give you a huge economic lead with your expansion up. Careful of the Undead attempting to disrupt your creeping.


- [5/12] Build 2 peasants from your town hall.
- [6/12] Send 4 peasants to your gold mine and one to build an Altar. When the altar is finished, use this peasant to harvest lumber.
- [6/12] Just as your first peasant is about to finish being trained, take another peasant off of gold and start building a farm. Once he is finished send him to build a second farm at the choke point entrance to your base or in another convenient scouting location.
- [7/12] With the first peasant trained from your town hall, build a barracks.
- [8/12] Send your second constructed peasant to gold to bring the total to 4 on gold.
- [9/12] Send your third peasant to gold to bring the total to 5 on gold.
- [9/18] Build 3 peasants and send them to lumber
- [10/18] Your Altar should be complete and you can build your hero.
- [16/18] Make a footman.
- [19/24] Make your second footman around this time.
- [21/24] You should have around 7 peasants working on lumber at this point. Build two more peasants. Keep making footmen up to 4-5 of them and keep producing farms when required.
- [23/24] Take two footmen, your hero, and four militia from peasants off of lumber and creep your natural expansion. When these militia revert to peasants fast build a scout tower with all four. Upgrade this to an arcane tower to deter hero harassment.
- [30/30] Build your expansion using 4 peasants and get a second scout tower up when it is done. Be sure to have 5 peasants ready to start mining.
- [30/42] Build a lumber mill. Fast build it with 3-4 peasants.
- [30/42] Make sure that you maintain 4-5 footmen if they fall in combat, and be sure to have 20+ peasants at the read.
- [40/42] Ensure you have adequate towers at all town halls (2-4 at each). Upgrade to a keep and build an Arcane Vault. From here you can branch off into either dual Arcane Sanctums for casters after the keep is done, or make extra towers and build two griffon aviaries at the keep and immediately upgrade to a castle for mass griffon riders. A common option against Night Elf players at this point is to make 2 Arcane Sanctums for all 3 casters plus a Workshop for mortar teams.

HUMAN – One Base Casters/Tower Push
Matchups: HU v ORC
Maps: Twisting Meadows, Turtle Rock, Gnoll Wood
Replays: mym21420, mym21422, mym21593 (no tower push, just single casters base-swap), Other ToD games.
Heroes: [Archmage/Beast Master], [Archmage/Mountain King]. [Archmage/Pandaren Brewmaster]

Notes on Usage: An important part of this build is having a strong archmage so that your water elementals can provide enough damage and tanking to help your towers survive. To achieve this the early creeping must target specific creeps for best effect and fastest levels. If you feel you would like more summons to help kill demolishers you can get a beast master, but brewmasters work well with their flaming breath that can damage buildings and hence kill the barracks or burrows to prevent demolishers being reinforced. Harass the orc if you can to slow down any tech but be careful not to lose your AM as it is vital that is has as much XP as possible. This build works best when the Orc goes classic or some other early-mid tech so that he does not have many tier 1 units to stop it. By no means have you lost if you end up losing control of your tower contain – if you have done damage you can withdraw and creep while the orc player is busy clearing out towers and wasting money on building and repairing siege weapons.

This build can be used without the tower rush, and instead as a one-base casters build intended to go toe-to-toe with an Orc army while trying to keep ahead in hero experience. If you opt to do it this way (or the Orc has effectively scouted and countered your tower push) you should continue to creep before getting a level 5 Archmage and attacking the Orc’s base while he or she is out. Target burrows and the Voodoo Lounge first. If the Orc counters by attacking your own base you can judge whether your militia and towers will give you the edge in the race or not. Take note of whether the Orc player has a scroll of town portal or not and ensure you have one yourself to teleport out if the Orc army engages you. The Orc may also try to out-produce you with many expansions, if this is the case you must hit his base again to slow down this additional production by targeting burrows and then tech buildings. Killing peasants is not as effective here as there will be many at the other expansions and the Orc should be well off economically compared to you anyway.


- [5/12] Send 4 peasants to gold and one to build an Altar.
- [5/12] Train two peasants.
- [6/12] Build a farm and a barracks
- [7/12] With your first trained peasant, send it to help speedbuild the altar and then send both peasants to mine gold.
- [8/12] Send your second peasant trained to harvest lumber.
- [9/18] Build a Barracks and your hero.
- [15/18] Build another farm. As a general rule, build your farms 2-3 food before you reach the limit. Continue to pump peasants from here. Once you have enough, take 6-7 militia plus your hero (Archmage, generally) at an orange camp to achieve level 2.
- [18/24] Train a footman.
- [20/24] Train a second footman.
- [22/24] Build a farm. Continue to make peasants and be sure to maintain about 4-5 footmen.
- [28/30] You should end up with around 14-15 peasants at this point. It is important to keep your peasant count up as you will use them to build towers and repair them later on and many may be lost but you need enough to maintain a decent economy seeing you are on a single base.
- [30/30] Upgrade to a Keep. Make some towers at your base and remember to keep up the farms.
- [30+/36] When the Keep is about 80% done (food value varies here) build an Arcane Vault and a Lumber Mill.
- [34/36] Get a second hero, assuming you chose an Archmage first the Firelord or Beast Master is a solid second choice. Build two Arcane Sanctums using two peasants on each building. Build a farm now, too and again at 38/42 food.
- When you have trained 3 sorceresses and 1 priest and have more casters on the way, take 5-8 militia from lumber (generally take more depending on the map and terrain – the more peasants you take the faster towers are erected). You may wish to take Ivory Towers in your hero inventory, too.
- Fastbuild two towers at a time with 3-4 peasants working on each and plant any ivory towers. Place any ivory towers you have and ensure that they are placed within range of the opponent’s buildings (especially the barracks or burrows to prevent demolishers).

HUMAN – One Base Knights/Gryphon Tech
Matchups: HU v UD
Maps: Twisting Meadows, Turtle Rock, Gnoll Wood
Replays: mym21771, mym21420, mym21422, Other ToD games.
Heroes: [Archmage/Mountain King/Paladin], [Mountain King/Paladin/Bloodmage], [Paladin/Mountain King/Bloodmage]

Notes on Usage: This build is quite different to those of other Human matchups, as it is tailored to counter the popular Undead gargoyle/three hero builds and also their destroyers. While vulnerable early on, a good wall-in coupled with towers should ensure your base cannot be overrun, but be careful of early creepjacking or skeleton harassment. The 1-2 Flying Machines after the Workshop is complete are initially used as scouts, placed in convenient locations away from harm but they come into their own later as I will explain. The Gryphon/Knight combo (with Animal Training upgrade) is a strong counter to ghouls and fiends, but you will need to add dragonhawk riders if gargoyles start being massed. Your Heroes chosen should generally include the paladin and mountain king as the combination of storm bolt and holy light is very powerful in taking out enemy heroes, which form the backbone of the undead army. Similarly with the bloodmage, a banish/storm bolt/holy light combination takes down the UD heroes very fast. In the later game you can amass more and more flying machines quite quickly from the workshop and what these do is not only to discourage the upgrading of Obsidian Statues into Destroyers (effectively wasting the undead resources spent on the upgrade, a good resource trade off) and attack them where the magic attack of the Gryphons cannot, but they scout very well. The undead may be tempted to use something interesting such as banshees for Anti-Magic Shield against storm bolt/holy light but in this case your Flying Machines can be upgraded to attack these casters or the statues and stack up to do considerable damage to these units. Also, with so many flying units on the map, if the Undead player has Web on auto-cast they may waste it on Flying Machines (which will generally not be targeted, and can be repaired) instead of the hard-hitting Gryphons.

- [5/12] Train two peasants.
- [6/12] Send 4 peasants to gold and one to build an Altar. Scout with militia if playing on a three or more player map.
- [7/12] Build a farm. Keep pumping peasants one at a time.
- [8/12] Build a Barracks. The next peasant trained goes to the gold mine, next two go to gold if you scouted.
- [9/18] Build a second farm with the same peasant as from (7/12). Aim to wall off your base so that larger units cannot get in (farm next to barracks or altar means only peasants/footmen/ghouls/skeletons can get in, but not fiends or heroes).
- [16/24] Train your first footman. Build a Scout Tower.
- [21/24] Train a footman. Take the footman already built along with your hero and 3-4 militia (map dependant) and start to creep. If you are creep jacked or just to be safe you may want to upgrade to an Arcane Tower now. This will help defend against skeletons harassing your peasants.
- [23/24] Get two peasants to fastbuilt a farm and train another peasant if you want to bring your total up to 8. This number leaves a good amount harvesting lumber for higher tier units and teching while still being able to use 2 peasants to fastbuild your structures.
- [24/30] Train a footman.
- [26/30] Upgrade to a Keep as soon as you have sufficient resources.
- [26/30] Train a footman when you have enough gold after your keep upgrade. Note that you are aiming for 5-6 footmen to accompany your hero, but delaying one footman in order to buy a vital item (e.g. Boots of Speed) is encouraged, as footman are cheap and train fast.
- [28/30] Train a footman.
- [30/30] Build a farm and use 2 peasants to fastbuild a Lumber Mill. As for timing, aim to start building the lumber mill when the Keep is 50-60% complete.
- [30/36] Build 1-2 more Scout Towers as you see fit for extra defense. Upgrade these to Guard Towers.
- [30/36] Train your second hero.
- [35/36] Upgrade to a Castle.
- [35/36] Use two peasants to fastbuild a blacksmith and Arcane Vault when the caste is 10% complete or you have the funds.
- [35/36] Fastbuild a Workshop with 2 peasants when the Castle is 50-60% complete. Use 2 peasants to fastbuild a Gryphon Aviary when your Castle is around 80% complete. From here get one or two Flying Machines and start to train Gryphons and Knights when the Castle is complete. Remember to upgrade Animal Training. Choose a third hero. If the opponent is using gargoyles you may need dragonhawk riders.



Rifle build

- Send all peasants to gold, and queue two.
- Rally them to lumber, NOT gold. (You will only have 4 peasants on gold for quite awhile, so make sure you remember to take the guy who finishes the Blacksmith later, and put him on gold when he's done)
- Take a peasant from gold and START an Altar (but do NOT finish it, just start it, then immediately walk away).
- Use same peasant to START a Farm (again, just barely start it, then walk him away from it).
- Send that peasant to gather lumber, and keep making more peasants, all queued to lumber (until you get 10 food in peasants, then stop making them).
- Once you reach 100 lumber, take one lumber-gathering peasant and BUILD (not just start, but fully build) a Blacksmith. When this peasant is finished building the Blacksmith, send him to get gold, so you have 5 on gold.
- When you get to 60 lumber, take another peasant from lumber and BUILD (fully build, not start) a Barracks.
- When you get 20 lumber, take 3 peasants off lumber. One finishes the Altar you began before, one finishes the Farm you began before, and one BUILDS (not starts, but fully builds) a second Farm.
- When you get to 50 lumber, your Barracks should just be completing, so train a Rifleman, and build another Farm.
- You should then get another 30 lumber and train a second Rifleman about the time when your Altar completes.
- Train AM (or Paladin if vs UD) - you should be at 21 food (10 workers, 2 Rifles, one hero being trained).
- Train additional Rifleman as resources permit, and make 2-3 additional peasants along the way. After awhile, you should be at about 44 food.

UD Build Order

BUILD ORDER ANTHOLOGY

Over the following threads I will attempt to define and describe common build orders and for use in solo play in Warcraft III: The Frozen Throne. It is a work in progress now so I will add things as I get the time. The BOs are commonly seen on battle.net and in professional games. The target skill level that may wish to use this compendium ranges from not only the very new, but in my opinion up to experienced or competitive players. Coupled with the suggested replays I feel the detail of these builds, complete with matchup, map and hero suggestions, is sufficient enough to follow for all types of players. Do not worry if you feel you are experiencing déjà vu, as many of the Orc build orders are quite similar with sometimes only slight differences differentiating two unique strategies. In the following article I seek to define the given build order up to the 25-35 supply mark. The setout of this compendium is explained below:

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RACE – Build Order Name
– This is just a name I made up, generally very literal and to the point. Perhaps you might want to come up with your own to do with timing or something like they do with StarCraft build orders.

Matchups – Again, it is certainly not limited to these matchups but they are the favourable ones. In some cases the build does not lend itself well to other matchups.

Maps – This is by no means a complete list of maps that the build may be used on, just some that I identified as somewhat favouring this type of build for various reasons.
.
Replays – This is a list of replays I have found (generally sourced from mymym.com) that demonstrate the build order or very close to it. These are handy for expanding on any notes I include.

Heroes – Here is included suggested 1st/2nd/3rd heroes for the particular build but again it is not set in concrete.

Notes on Usage – Included is a small paragraph on what strategies to aim for in utilizing the given build but nothing detailed, just general tips.

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PART I – UNDEAD BUILD ORDERS

Somewhat in contrast to the other races the typical Undead opening build is slightly more varied with two options coming in the form of summoning a later altar to get the powerful crypt fiends very fast or summoning the altar, crypt, ziggurat and tomb of relics early on to branch into a ghoul-heavy early game build. Both options are viable in many matchups but both can be scouted readily and will tell the opponent what to expect for the next few minutes, where they can estimate the timing and perhaps hit your vulnerable acolytes while a Hall upgrade is in progress.

UNDEAD – Fast Crypt Fiends
Matchups: ANY
Maps: Lost Temple, Twisting Meadows, Terenas Stand, Secret Valley
Replays: mym18981, mym22111, mym22343, Almost any UD v ORC replay
Heroes: [Death Knight/Lich], [Death Knight/Lich/Pit Lord], [Death Knight/Lich/Dark Ranger], [Death Knight/Naga Sea Witch/Lich]

Notes on Usage: Your first fiend will be out before your hero, so you may want to use it to lure a nearby green creep camp with your fiend back to your base to damage early on without sustaining much damage to your fiend. You may want to get your nerubian tower earlier if acolyte harassment is probable. Keep scouting with summoned skeletons while creeping – this is handy to gauge the timing of the Orc player and this intel can be used to orchestrate burrow or tech building harassment, killing a burrow or forcing a cancel on a bestiary before teleporting out (or, if he has no Hex or Ensnare, simply running away).

Against Human players walling in and protection of your acolytes is a definite must, as either paladins or footmen can come and kill all of your acolytes for little economic sacrifice of their own. Be ready to teleport back whenever this seems to be happening. The best hero choices here are the DK/Lich/Dark Ranger or the DK/Naga as the naga is effective against the human player. Against humans you may want to creep earlier, too, and always get a nerubian tower even on larger maps. Stealing creep kills is also paramount to success because of the power of high level water elementals when attacking your acolytes.


- [5/10] Send 2 acolytes to mine gold, and your ghoul to mine lumber from the closest trees.
- [5/10] Build 1 acolyte. This goes to gold.
- [6/10] Build a Crypt and a Graveyard.
- [6/10] Build a second acolyte. This also goes to gold.
- [7/10] Build an Altar when you have the resources.
- [7/10] Build a ziggurat when the resources are available.
- [7/10] Build a ghoul and send it to lumber.
- [9/10] Build a Tomb of Relics. Keep in mind the positioning, as you may want to wall in your acolytes.
- [9/20] Build your hero.
- [14/20] Build a crypt fiend.
- [17/20] Build another ziggurat when you have enough gold.
- [17/20] Build a second crypt fiend. Buy a rod of necromancy when you have 150 gold.
- [20/30] Get your 3rd crypt fiend. Continue to pump fiends. You may want between 4 and 6 for now, depending on your strategy.
- [26/30] Build a ziggurat. The timing of these ziggurats is important as it is used in many undead builds and is timed right to coincide with when you require more units.
- [26/30] Upgrade a nerubian frost tower and your main to the halls of the dead. The frost tower is to help deter harassment while you are vulnerable with the halls of the dead upgrading.
- [26/30] From here continue to get fiends, and perhaps replacement ghouls or extra ghouls if your lumber is running low.
- [34/40] Upgrade to a Black Citadel and build another ziggurat. In addition to this build a slaughterhouse and choose a second hero. Get some obsidian statues, upgrade creature attack and when the black citadel is complete you can opt for a third hero.

UNDEAD – Dual Crypt, Two-Hero Ghouls to Gargs
Matchups: UD v NE, UD v HU, UD v ORC (less common, but if they get wyverns it can be good)
Maps: Echo Isles, Terenas Stand
Replays: mym22420, NGL ONE S08 replay 2939
Heroes: [Death Knight/Lich]

Notes on Usage: Creep with 2-3 and then more ghouls as much as possible and never stop creeping. With your faster army you can also creep jack well and in between battles or moving to a striking position fit in a few more creep kills.Try to keep ghouls alive here, especially as you intend to attack before a third hero you should be conservative and just aim to only engage when you are sure to do damage. Remember to upgrade a ziggurat close to your mine to a Nerubian Tower if blademaster or warden acolyte harassment is a possibility.

- [5/10] Send 2 acolytes to mine gold, and your ghoul to mine lumber from the closest trees.
- [5/10] Build an Altar, a Crypt and a ziggurat in that order.
- [5/10] Build two acolytes and send them to gold.
- [7/10] Build a Tomb of Relics. Also make your hero.
- [12/20] Build two ghouls.
- [16/20] Build a ziggurat. Creep with your Death Knight and 2-3 ghouls depending on the map and toughness of the creeps.
- [16/20] Build two more ghouls when you have the resources. Continue to pump ghouls so that you end up with around 7 ghouls in total.
- [22/30] If there is a strong chance of harassment from, say, a blademaster or warden you can upgrade one ziggurat to a nerubian tower now.
- [24/30] Upgrade to a halls of the dead. Also build another ghoul if you feel you need to and have enough gold
- [26/30] Build a graveyard.
- [26/30] Build a second crypt when your halls of the dead is about 50% complete.
- [26/30] Build another ziggurat. Notice this is again the same timing as in the crypt fiends build.
- [26/40] Build 2 gargoyles and your second hero.
- [35/40] Build a slaughterhouse for statues and pump gargoyles. Remember that exact food amount may differ depending on how many ghouls you may lose.

UNDEAD – Single Crypt, Three-Hero Ghouls to Gargs

Matchups: UD v NE, UD v ORC, UD v HU
Maps: Echo Isles, Terenas Stand, other Tavern Maps
Replays: NGL ONE S08 replay 2940
Heroes: [Death Knight/Lich/Dark Ranger], [Death Knight/Lich/Pit Lord], [Death Knight/Naga Sea Witch/Lich], [Death Knight/Pandaren Brewmaster]

Notes on Usage: Take 2-3 ghouls and creep, depending on map and how hard the green creep camp is. Don’t stop creeping with ghouls and keep leveling your Death Knight ASAP and get your 2nd and 3rd heroes as soon as possible especially against Orc. When facing Night Elf always be wary of the possibility of a Brewmaster as second hero – his flaming breath can destroy your gargoyles so use stone form to evade the drunken haze and fire breath attacks. Gargoyles are handy as spotters for meat wagons over rivers and other obstacles. Against human players gargoyles are an option but may be less favourable seeing they are easily countered by dragonhawk riders. If you can consistently keep your gargoyle count above that of the dragonhawk rider count then it can work well. Additionally, against Humans you should ensure your Hall upgrades are well timed and initiated as soon as possible. Watch for Human players trying to kill your acolytes. Walling your acolytes in with ziggurats and a nerubian tower is a must for all Undead vs. Human matchups. The Naga Sea Witch is a viable second hero against Humans. Pandaren Brewmaster may be required against Humans who amass Flying Machines, which take out your gargoyles and destroyers with relative ease.

- [5/10] Send 2 acolytes to mine gold, and your ghoul to mine lumber from the closest trees.
- [5/10] Build an Altar, a Crypt and a ziggurat in that order.
- [5/10] Build two acolytes and send them to gold.
- [7/10] Build a Tomb of Relics. Also make your hero.
- [12/20] Build two ghouls.
- [16/20] Build a ziggurat. Creep with your Death Knight and 2-3 ghouls depending on the map and toughness of the creeps.
- [16/20] Build two more ghouls when you have the resources.
- [22/30] If there is a strong chance of harassment from, say, a blademaster or warden you can upgrade one ziggurat to a nerubian tower now. This will coincide with your main upgrade.
- [22/30] Upgrade to a halls of the dead when you have enough gold.
- [24/30] Build a graveyard.
- [24/30] Build a ziggurat.
- [24/30] Now it is wise to build a 6th acolyte to sit around your goldmine and perform building tasks. Get your second hero now as well.
- [25/30] Upgrade to a Black Citadel. Note that you built an extra acolyte because acolyte harassment may be likely while you are upgrading and having 6 acolytes in combination with a nerubian tower should minimize losses due to this type of harassment.
- [32/40] Build a slaughterhouse, sacrificial pit and second crypt now if needed. Note that this says single crypt but that is because the second crypt is a whole lot later and is more for end-game pumping to get your army out faster if you require. From here you should get obsidian statues, a shade if your opponent is orc with a blademaster, gargoyles if your orc opponent has wyverns or too few raiders, and a 3rd hero (pit lord is a good choice). Later on you may want abominations in the army mix, too.

UNDEAD – Single Crypt, Three-Hero Ghouls to Fiends
Matchups: UD v NE, UD v HU
Maps: Turtle Rock, Terenas Stand, Other maps with difficult creeps
Replays: mym21771, mym22112, mym22113
Heroes: [Death Knight/Lich/Naga Sea Witch], [Death Knight/Lich/Dark Ranger]

Notes on Usage: In performing this build a player should look to keep the pressure on the Night Elf opponent with the Death Knight with Death Coil stealing creeps and slowing down creeping until enough ghouls are produced to harass or creep in a more effective manner. Aim to do some creep jacking or building harassment as soon as your ghouls are ready for combat. Being able to support a strong unit mix off two buildings is another strength here as the ghouls provide the backbone early, so try to keep them alive. Against Humans, banshees are an option to counter three-hero combinations (with holy light/storm bolt) and knights, as they can make your heroes spell immune and possess knights as you wish. Against human players in particular aim to have an invulnerability potion on your heroes at all times as holy light/storm bolt can be very damaging and you cannot afford to lose a hero. In addition, Banshees' anti-magic shield can be used to preserve your fiends against the magic attacks of the gryphons.

- [5/10] Send 2 acolytes to mine gold, and your ghoul to mine lumber from the closest trees.
- [5/10] Build an Altar, a Crypt and a ziggurat in that order.
- [5/10] Build two acolytes and send them to gold.
- [7/10] Build a Tomb of Relics. Also make your hero.
- [7/10] Scout with your ghoul if you wish (e.g. if it is a 4-player map).
- [7/20] Get your Hero (Usually Death Knight).
- [12/20] Train a ghoul. This ghoul and all successive ghouls go on to lumber duty unless otherwise specified.
- [14/20] Train a ghoul.
- [16/20] Summon a ziggurat.
- [16/20] Train a ghoul. Buy a Rod of Necromancy when your hero is about to arrive – be sure to have 150 gold saved up.
- [18/20] Train a ghoul.
- [20/30] Train a ghoul.
- [22/30] Train a ghoul.
- [24/30] Upgrade to a Halls of the Dead. Take all of your ghouls off of lumber (deposit the lumber first) and then use them to creep or harass with your hero. You should have seven ghouls by this point.
- [24/30] Train a ghoul. Send it to lumber.
- [26/30] Build a ziggurat when you have the resources. Train a ghoul.
- [26/30] Build a graveyard. To time this so that it coincides with your Halls of the Dead upgrade, build it when the halls upgrade is 30-40% complete.
- [26/40] Train a ghoul.
- [28/40] Start building your second hero.
- [33/40] Upgrade your Black Citadel when you can afford.
- [33/40] Build a crypt fiend.
- [36/40] Construct your Slaughterhouse so that again it coincides with the 30-40% completion of the Black Citadel upgrade.
- [36/40] Train your second crypt fiend. From here continue to make fiends from your single crypt and an obsidian statue from your slaughterhouse. When your Black Citadel is complete, start to pump abominations from your slaughterhouse as required. Get your third hero when possible. Against humans you may want to have Master Training Banshees if you scout the opponent going knights/gryphons/three heroes.