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Overview |
Heroes and Units |
Unit Stats |
Tech-tree |
Voodoo Lounge |
Building Stats |
Basics |
Advanced |
Combos |
Defeating Orcs
Heroes:
Blademaster |
Far Seer |
Tauren Chieftain |
Shadow Hunter
Units :
Peon |
Grunt |
Troll Headhunter |
Troll Berserker |
Demolisher |
Shaman
Witch Doctor |
Spirit Walker |
Raider |
Kodo Beast |
Wind Rider |
Troll Batrider
Tauren |
Spirit Wolf |
Dire Wolf |
Shadow Wolf |
Serpent Ward
Unit Index |
Orc Index
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Raiders were once considered to be the most honored warriors of the Horde. Yet, just prior to the Second War,
Gul'dan the Warlock masterminded the disbanding of the Raiders. Now, after many long years, the young
Warchief Thrall has decided to train a new generation. These mighty warriors carry hefty warblades into combat and
rely greatly upon the cunning and ferocity of their faithful Wolf mounts to defeat their enemies.
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3 |
180
40
3
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Normal |
Siege |
Normal |
Medium |
1 (7*) |
25 avg (34 avg*) |
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*(#) = Stats when fully upgraded
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None |
1.85 |
610 |
Always |
None |
N/A |
Melee |
140 |
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80 |
Fast (350) |
28 |
Beastiary |
None |
1 |
R |
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Orc Raiders are a specialized unit useful for killing buildings, bringing air units to ground for attack, and for disabling the enemy with Ensnare. Raiders are typically used for hit-and-run attacks because they only have 610 hit points.
They also take increased damage from normal damage (most melee units).
Raiders can also generate money with Pillage when attacking enemy buildings.
Raiders are somewhat similar to Siege Engines in that using them with surprise is best. Build up a group of them then sneak them into an enemy town. You can quickly kill a Town Hall or buildings such as farms or barracks. When the enemy responds, run. Cast Ensnare on anyone that attempts to chase you. After running away attack another location or come back later. This can really strike fear into the enemy because they can't really go out and Creep (unless they have several Scrolls of Town Portal) for fear of their town being attacked again.
Raiders are building killers! Raiders do siege damage which means they can quickly destroy buildings. They can also Pillage
while they are attacking buildings. Raiders are excellent for hit and run attacks with their quick speed and Ensnare ability.
Raiders are very popular among Orc commanders for their Ensnare ability. Ensnare will bring air units to the ground and
will hinder other ground units.
Goblin Zeppelins can carry 8 Raiders making this combination very useful for hit and run attacks on enemy towns. Land, destroy some buildings,
then get in the Goblin Zeppelin and run away.
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Causes a target enemy unit to be bound to the ground so that it cannot move.
Air units that are ensnared can be attacked as though they were land units.
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50
75
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Beastiary |
None |
40 sec. |
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12 (2) sec. |
16 sec. |
None |
50 |
Unit |
Air, Ground, Enemy |
Target caught by net |
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Ensnare Information
- Use Ensnare to bring flying units to the ground so that you can kill them with melee units such as Grunts and
Tauren.
- Use Ensnare to stop units from running away. If the enemy is running away, cast Ensnare on the tail end of their
train. Pick off whatever units you can which will reduce the enemy army and make them pay for running.
- Use Ensnare to break away powerful enemy melee units so they can no longer contribute to the battle as shown
in a below screenshot.
- Don't bother casting Ensnare on ranged troops unless you're trying to prevent them from running away.
- You can continue to cast Ensnare on enemy Heroes to trap them if you have multiple Raiders with Ensnare ready
to go. Just keep casting until your army can finish the Hero off.
- Ensnare can be used to interrupt spells that require spell channeling.
- When Assaulting a town, Peons or Peasants etc. will try to repair. Use Ensnare to stop them.
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[ Click to Enlarge - 184 KB ]
A talented Orc player uses Ensnare to break up Crimson's armies as is shown here.
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Each attack that does damage to a building also gains resources.
This is a passive ability. Pillage returns 50% of the cost of the building if you destroy it at
full health.
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75
25
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Great Hall/Stronghold/Fortress |
None |
60 sec. |
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Increases the melee attack damage of Grunts, Raiders, and Tauren.
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100
75
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War Mill |
None |
60 sec. |
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Further increases the melee attack damage of Grunts, Raiders, and Tauren.
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150
175
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War Mill |
Stronghold |
75 sec. |
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Further increases the melee attack damage of Grunts, Raiders, and Tauren.
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200
275
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War Mill |
Fortress |
90 sec. |
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Increases the armor of Grunts, Raiders, Troll Batriders, Tauren, Troll Headhunters,
Troll Berserkers, Wind Riders, and Demolishers.
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150
75
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War Mill |
None |
60 sec. |
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Further increases
the armor of Grunts, Raiders, Troll Batriders, Tauren, Troll Headhunters,
Troll Berserkers, Wind Riders, and Demolishers.
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225
225
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War Mill |
Stronghold |
75 sec. |
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Further increases
the armor of Grunts, Raiders, Troll Batriders, Tauren, Troll Headhunters,
Troll Berserkers, Wind Riders, and Demolishers.
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300
375
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War Mill |
Fortress |
90 sec. |
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