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Creep Basics |
Creeps |
Critters |
Goblins |
Neutral Buildings
Heroes:
Naga Sea Witch |
Dark Ranger |
Pandaren Brewmaster |
Beastmaster |
Pit Lord |
Goblin Tinker |
Fire Lord |
Goblin Alchemist
Summonables:
Dark Minion |
Storm |
Earth |
Fire |
Bear |
Quilbeast |
Hawk |
Doom Guard |
Clockwerk Goblin
425
135
5
|
Hero |
Missile |
Hero |
1.9 |
60 |
|
|
Intelligence |
2 |
1 |
3 |
Always |
.01 |
|
|
180 |
80 |
Average (270) |
55 |
1 |
G |
|
|
1 |
24-34 [29 avg] |
3 |
15 |
16 |
22 |
475 |
330 |
2 |
27-37 [32 avg] |
3 |
17 |
17 |
25 |
525 |
375 |
3 |
30-40 [35 avg] |
3 |
19 |
18 |
28 |
575 |
420 |
4 |
33-43 [38 avg] |
4 |
21 |
19 |
31 |
625 |
465 |
5 |
36-46 [41 avg] |
4 |
23 |
20 |
34 |
675 |
510 |
6 |
39-49 [44 avg] |
4 |
25 |
21 |
37 |
725 |
555 |
7 |
42-52 [48 avg] |
5 |
27 |
22 |
40 |
775 |
600 |
8 |
45-55 [51 avg] |
5 |
29 |
23 |
43 |
825 |
645 |
9 |
48-58 [54 avg] |
5 |
31 |
24 |
46 |
875 |
690 |
10 |
51-61 [57 avg] |
6 |
33 |
25 |
49 |
925 |
735 |
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Hero Names: Anna Kondra, Scilla Murkshadow, Ursula Snakemane, Lady Venomtongue, Lady Serpentra,
Lady Darkscale, Serena Scarscale, Asprah Serpus, Venna Seastorm, Charib'dishal
The Naga Sea Witch is an exceptionally powerful Neutral Hero. While she isn't a great melee fighter, the Sea Witch is useful for
ranged assaults and staying back behind the melee units in battle. The Sea Witch is a great Hero and unit killer, mainly because of
her Frost Arrows' slow effect, which prevents enemies from fleeing from battles as easily. By the time the other player realizes
their hero is almost dead, it will be too late and they'll be too slow to run away. The Sea Witch is also great at delivering
high damage to enemy Heroes or clumped units with her Forked Lightning skill. She should target one of the most powerful enemies first,
to make sure it is hit by the lightning. She becomes even more effective for combat with the Mana Shield. Basically, the Sea Witch
uses mana as hit points with this ability, allowing her Intelligence to act for her instead of Strength. With it, she can become at
least partially decent for melee combat. Once the Sea Witch gets to level 6, she can effectively destroy enemy buildings with her
Tornado skill. It can be stopped with a number of enemy spells, but most players won't act in time to stop the Naga from
using her Tornado with maximum efficiency.
Some good ideas for use of the Sea Witch's skill points, are the following: First try placing
points in Forked Lightning for a good basic spell, followed by Frost Arrows or Mana Shield if you plan on having fewer damage absorbing
units. You may find Mana Shield less useful in team games, because your allies will probably have at least one warrior Hero for damage
absorption. You can also try to max out Frost Arrows for anti-hero uses. The benefit of this is that if you have your army still intact,
the Sea Witch can chase the enemy hero and slow it while the rest of your forces catch up and surround it.
The Naga Sea Witch is usually a good second Hero choice. Her Forked Lightning can instantly give a fair amount of damage to 3 enemy units,
but Frost Arrows is also a good first support spell. Picking the Sea Witch first can, however, give certain advantages, as Frost Arrows
makes her a good hero killer, and Mana Shield increases her life in a way. These spells can also be used to prevent enemies from
doing as much to her as normal. If you see a fast hero or unit coming at your Naga, shoot it once with Frost Arrows and run away. The distance
you cover just after that might be enough to get your Naga to safety.
Give the Sea Witch speed boosting items such as Gloves of Haste and Boots of Speed that
add to her quickness in and out of combat. When you want to cast Forked Lightning or Tornado, turn off Frost Arrows because they drain
a lot of mana. This will often keep you from being able to cast Forked Lightning or Tornado, and can leave you in a tough spot.
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Calls forth a cone of lightning to damage enemies. Hits a maximum of 3 units.
|
1 |
Instant |
11 sec. |
110 |
60 |
N/A |
Air, Ground, Enemy, Organic, Neutral |
85 damage per unit. |
1 |
2 |
Instant |
11 sec. |
110 |
60 |
N/A |
Air, Ground, Enemy, Organic, Neutral |
160 damage per unit. |
3 |
3 |
Instant |
11 sec. |
110 |
60 |
N/A |
Air, Ground, Enemy, Organic, Neutral |
250 damage per unit. |
5 |
|
Forked Lightning Information
Make sure you are close enough to three units when casting Forked Lightning. Unlike Chain Lightning, the Naga must be within
range for all three targets.
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Adds a cold effect to each attack, slowing a target enemy unit's attacks and movement.
|
1 |
5 (1.5) sec. |
N/A |
10 |
70 |
Unit |
Air, Ground, Enemy, Neutral |
+5 bonus damage, 30% attack rate, 30% movement speed |
1 |
2 |
5 (1.5) sec. |
N/A |
10 |
70 |
Unit |
Air, Ground, Enemy, Neutral |
+10 bonus damage, 50% attack rate, 50% movement speed |
3 |
3 |
5 (1.5) sec. |
N/A |
10 |
70 |
Unit |
Air, Ground, Enemy, Neutral |
+15 bonus damage, 70% attack rate, 70% movement speed |
5 |
|
Frost Arrows Information
This ability is very useful for preventing enemy units or Heroes from running away. Combine with Forked Lightning to kill units that
try to escape. Switch targets after firing to slow down multiple units at once.
Because it takes up a lot of her valuable mana, you may want to toggle Frost Arrows off during minor
battles and have the Naga attack several different targets in large battles.
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Creates a shield that absorbs damage by using the Sea Witch's mana. Blocks 100% of incoming damage.
|
1 |
N/A |
10 sec. |
25 |
N/A |
Personal |
Self |
1 damage per point of mana |
1 |
2 |
N/A |
10 sec. |
25 |
N/A |
Personal |
Self |
1.5 damage per point of mana |
3 |
3 |
N/A |
10 sec. |
25 |
N/A |
Personal |
Self |
2 damage per point of mana |
5 |
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Mana Shield Information
This ability is useful to prevent the Naga Sea Witch from dying. If the enemy targets her, turn on Mana Shield. Be sure to turn it off
when she is no longer under attack. You can use Mana Potions to keep the shield up longer.
Before you load up on mana potions to feed your mana shield, remember that until you have level 3 mana shield, Health Potions provide more damage recovery for your gold.
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Summons a fierce controllable Tornado that slows enemy units' movement speed, randomly tosses enemy ground units into the air and
damages enemy buildings. The Tornado does 50 damage per second to buildings under it, and 7 damage per second to
buildings in its general vicinity. Lasts 40 seconds.
|
N/A |
12 (6) sec. |
120 sec. |
200 |
90 |
27.5 |
Air, Ground, Building, Enemy, Neutral |
Creates Tornado |
6 |
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Tornado Information
The main use of this ability is to destroy buildings.
Tornado does extreme damage to nearby buildings, light damage to buildings in the general vicinity, slows units by a large amount,
and tosses nearby units and Heroes up into the air randomly. If you put a Tornado between two buildings, you can
get a large damage rate split between them. Tornado is "siege for free" in that you can generally kill all of their
towers with it.
Tornado brings units to minimum speed unless they are speed 350 or faster. There are only 2 or 3 such units in the game.
Tornado also slows air units, unlike Earthquake. The Tornado slow area is 60 (600 in-game).
Tornado tosses units every 3 seconds, and the toss lasts for 12 seconds. Tornado cyclones a particular unit once every
22 seconds. The Tornado's speed is 75. That means that Tornado more or less
disables 4 units continuously. It can also toss Heroes and break channel spells potentially.
Tornado Counters
This spell must be maintained to get the full effect. If the Naga Sea Witch moves, the spell will not
do its full damage. Force the Naga Sea Witch to move from her location. This will stop the Tornado.
You can interrupt this spell with spells such as:
Humans: Sorceress - Polymorph (uncastable on heroes)
Humans: Dragonhawk Rider - Aerial Shackles (uncastable on ground units)
Humans: Mountain King - Storm Bolt
Humans: Mountain King - Bash (uncastable on air units)
Orcs: Raider - Ensnare
Orcs: Tauren Chieftain - War Stomp (uncastable on air units)
Orcs: Witch Doctor - Stasis Trap (uncastable on air units)
Orcs: Shadow Hunter - Hex
Night Elves: Druid of the Talon - Cyclone (uncastable on air units)
Night Elves: Keeper of the Grove - Entangling Roots (uncastable on air units)
Undead: Crypt Fiend - Web (uncastable on ground units)
Undead: Dread Lord - Sleep
Undead: Dread Lord - Inferno (uncastable on air units)
Undead: Crypt Lord - Impale (uncastable on air units)
Neutral: Dark Ranger - Silence
Neutral: Dark Ranger - Charm (uncastable on heroes)
Neutral: Goblin Tinker - Cluster Rockets
Neutral: Pit Lord - Doom (uncastable on heroes)
Neutral: Fire Lord - Soul Burn
Neutral: Fire Lord - Volcano
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