Shadow Hunter (Warcraft III)
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| Shadow Hunter
| |
|---|---|
| |
| |
| Race | Troll |
| Faction | Horde |
| Statistics | |
| Hit points | Varies |
| Hit point regeneration | Always |
| Mana | Varies |
| Mana regen. rate | .01 Mana/sec. |
| Level | Varies |
| Gold | 425 |
| Lumber | 100 |
| Food | 5 |
| Build time | 55 sec. |
| Transport slots | 1 |
| Hotkey | H |
| Combat | |
| Normal attack: | Varies |
| Range | 60 |
| Attack type | Hero |
| Cooldown | 2.28 sec. |
| Weapon type | Missile |
| Armor Type | Hero |
| Armor | Varies |
| Day Sight | 180 |
| Night Sight | 80 |
| Movement Speed | Fast (320) |
| Hero Parameters | |
| Strength | |
| Agility | |
| Intelligence | |
- For lore, see Shadow Hunter
These reclusive, wily jungle trolls are considered to be the highest authority within their respective warbands. They are masters of voodoo magics who can use their spirit-powers to both heal their allies and place curses upon their hapless enemies. The Shadow Hunters walk the line between darkness and light in hopes of salvaging the future for their savage brethren.
Contents |
Statistics
| Level | Attack (Ground/Air) | Armor | Strength | Agility | Intelligence | Hit Points | Mana |
|---|---|---|---|---|---|---|---|
| 1 | 22-28 [25 avg]/None | 4 | 15 | 20 | 17 | 475 | 225 |
| 2 | 23-29 [26 avg]/None | 4 | 17 | 21 | 19 | 525 | 240 |
| 3 | 25-31 [28 avg]/None | 5 | 19 | 23 | 22 | 575 | 255 |
| 4 | 26-32 [29 avg]/None | 5 | 21 | 24 | 24 | 625 | 270 |
| 5 | 28-34 [31 avg]/None | 6 | 23 | 26 | 27 | 675 | 300 |
| 6 | 29-35 [32 avg]/None | 6 | 25 | 27 | 29 | 725 | 315 |
| 7 | 31-37 [34 avg]/None | 7 | 27 | 29 | 32 | 775 | 330 |
| 8 | 32-38 [35 avg]/None | 7 | 29 | 30 | 34 | 825 | 360 |
| 9 | 34-40 [37 avg]/None | 8 | 31 | 32 | 37 | 875 | 375 |
| 10 | 35-41 [38 avg]/None | 8 | 33 | 33 | 39 | 925 | 390 |
Hero names
Zul'kis, Zul'abar, Zul'rajas, Zul'maran, Jo Jo Headshrinker, Shaka-zahn, Shakti-lar, Mezil-kree
Information
A cunning Hero, adept at healing magics and voodoo curses. Channeling the spirits of their dark gods, the Shadow Hunters walk the line between darkness and light in the hope of salvaging the future for their savage brethren. Attacks land and air units.
Spells and abilities
Healing Wave
- Calls forth a wave of energy that heals a target and bounces to nearby friendlies. Each bounce heals less damage.
| Level | Duration | Cooldown | Mana Cost | Range | Area of Effect | Allowed Targets | Effect | Hero Level Req |
|---|---|---|---|---|---|---|---|---|
| 1 | N/A | 9 sec. | 90 | 70 | 50 | Air, Ground, Friend, Self, Organic | Heals 130 damage, jumps 3 times | 1 |
| 2 | N/A | 9 sec. | 90 | 70 | 50 | Air, Ground, Friend, Self, Organic | Heals 250 damage, jumps 4 times | 3 |
| 3 | N/A | 9 sec. | 90 | 70 | 50 | Air, Ground, Friend, Self, Organic | Heals 300 damage, jumps 5 times | 5 |
This is the Orcs' main way of healing besides Troll Witch Doctor Healing Wards.
Hex
- Transforms an enemy unit into a random critter, disabling special abilities.
| Level | Duration | Cooldown | Mana Cost | Range | Area of Effect | Allowed Targets | Effect | Hero Level Req |
|---|---|---|---|---|---|---|---|---|
| 1 | 15 (4) sec. | 7 sec. | 70 | 80 | Unit | Air, Ground, Enemy, Organic, Neutral | Transforms unit into a Critter | 1 |
| 2 | 30 (5) sec. | 7 sec. | 70 | 80 | Unit | Air, Ground, Enemy, Organic, Neutral | Transforms unit into a Critter | 3 |
| 3 | 45 (6) sec. | 7 sec. | 70 | 80 | Unit | Air, Ground, Enemy, Organic, Neutral | Transforms unit into a Critter | 5 |
Hex works on Heroes which also makes them unable to use any of their inventory items! Use this ability on the most dangerous units to put them out of action. This spell is hilarious as is the Icon! Hex does not affect summoned units.
Hexed units move at speed 100.
Hex can be used to interrupt spells that require spell channeling.
Serpent Ward
- Summons an immobile serpentine ward to attack the Shadow Hunter's enemies. The ward has 75/135/135 hit points and is immune to magic. Lasts 40 seconds.
| Level | Duration | Cooldown | Mana Cost | Range | Area of Effect | Allowed Targets | Effect | Hero Level Req |
|---|---|---|---|---|---|---|---|---|
| 1 | 40 sec. | 6.5 sec. | 30 | 50 | N/A | N/A | 11-13 damage | 1 |
| 2 | 40 sec. | 6.5 sec. | 30 | 80 | N/A | N/A | 23-26 damage | 3 |
| 3 | 40 sec. | 6.5 sec. | 30 | 80 | N/A | N/A | 41-45 damage | 5 |
Serpent wards can hit air and ground.
Big Bad Voodoo (Ultimate)
- Turns all friendly units invulnerable in an area around the Shadow Hunter. The Shadow Hunter does not turn invulnerable. Lasts 30 seconds.
| Level | Duration | Cooldown | Mana Cost | Range | Area of Effect | Allowed Targets | Effect | Hero Level Req |
|---|---|---|---|---|---|---|---|---|
| N/A | 30 sec. | 180 sec. | 200 | N/A | 80 | Air, ground, friend | Nearby units become invulnerable | 6 |
The Shadow Hunter will be the main target after you cast this spell. Place as many units in the way around him so that the enemy cannot reach him. You can also try using terrain or Hero Items such as Healing Potions to keep him alive. This spell can be interrupted. Read more here (Spell Channeling).
This ability is extremely useful in large team games where the Shadow Hunter can help other allied armies.
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