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Warcraft II units

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Warcraft II Units are composed of three types: land, air and naval. They are all trained at different structures and are fairly similar on either the Human or Orc faction.

The units are essentially quite balanced, the only real differences can be found in the spells used by Paladins/Ogre-Magi and Mages/Death Knights. It is often argued that the Ogre-Magi have better spells than Paladins (the Bloodlust spell used on a large number of Ogre-Magi is very devastating, and makes people easily favor orcs, especially if they favor rush tactics) while Mages are better than Death Knights (Blizzard and Polymorph spells are extremely devastating if used correctly), though some disagree on one count or both. The other non-cosmetic difference is that Elven Rangers can learn the Marksmanship ability (so that they deal more damage) whereas their counterparts, Troll Berserkers, can acquire Regeneration (which slowly heals their wounds).

Contents

Civilian Units

Peasant/Peon

  • Peasants and Peons are the working class. They are your most valuable and fragile commodity. Peasants generate all the funds or resources necessary to fund armies, build your civilization, and keep it in good shape. When the time comes, they even can provide a last line of defense for the town. Alone, their attack is weak, but in large groups, Peasants can bring even the mightiest warrior down.
Peasant/Peon Stats
Unit HP MP Gold Cost Lumber Cost Attack Range Melee Damage Armor Magical Abilities
Image:HumanPeasant.gif 30 0 400 0 1 3 (+2 Piercing) 0 None
Image:OrcPeon.gif 30 0 400 0 1 3 (+2 Piercing) 0 None

Ground Units

Footman/Grunt

  • Footmen and Grunts are the main ground based offensive units until Knights and Ogres.
Footman/Grunt Stats
Unit HP MP Gold Cost Lumber Cost Attack Range Melee Damage Armor Magical Abilities
Image:HumanFootman.gif 60 0 600 0 1 6 (+3 Piercing) 2 None
Image:OrcGrunt.gif 60 0 600 0 1 6 (+3 Piercing) 2 None


Elven Archer/Troll Axethrower

  • Elven Archers and Troll Axe throwers have evolved into mainly a defensive unit. Generally Archers have difficulty killing Footmen and Knights on their own unless they are fully upgraded, in large numbers, or walled in. These units can be upgraded to Elven Rangers and Troll Berserkers at the Lumber Mill as well have their base stats upgraded.
Elven Archer/Troll Axethrower Stats
Unit HP MP Gold Cost Lumber Cost Attack Range Melee Damage Armor Magical Abilities
Image:ElfArcher.gif 40 0 500 50 4 3 (+6 Piercing) 0 None
Ranger Upgrade 50 0 500 50 4 3 (+6 Piercing) 0 Marksmanship

Increases damage dealt.

Image:TrollAxethwr.gif 40 0 500 50 4 3 (+6 Piercing) 0 None
Berserker Upgrade 50 0 500 50 4 3 (+6 Piercing) 0 Berserker Regeneration

Slowly regenerates Unit's HP.


Knight/Ogre

  • Main offensive ground unit from Keep/Stronghold stage to Castle/Fortress stage of game as they are stronger and faster than the previous Footmen and Grunts. They can be upgraded to Paladins and Ogre-Magi at the Church/Altar of Storms.
Knight/Ogre Stats
Unit HP MP Gold Cost Lumber Cost Attack Range Melee Damage Armor Magical Abilities
Image:HumanKnight.gif 90 0 800 100 1 8 (+4 Piercing) 4 None
Paladin Upgrade 90 255 800 100 1 8 (+4 Piercing) 4 Holy Vision

Mana: 70, Removes Fog of War and allows vision anywhere on the map for 1-2s.
Healing
Mana: 6 per HP, Heals a friendly, organic unit. (not usable on the caster)
Exorcism
Mana: 4 per HP, Damages Undead units.

Image:OrcOgre.gif 90 0 800 100 1 8 (+4 Piercing) 4 None
Ogre-Mage Upgrade 90 255 800 100 1 8 (+4 Piercing) 4 Eye of Kilrogg

Mana: 70, Summon a scouting unit.
Bloodlust
Mana: 50, Doubles base and piercing damage on one friendly unit temporarily (not usable on the caster).
Runes
Mana: 200, Lay 5 explosive runes that explode for 50 damage each.

Ballista/Catapult

  • Catapults and Ballistas can kill Towers and Battleships, siege a walling, and destroy walled in Towers. Although Catapults are the most powerful attack of any land unit, unprotected they are weak, and easily destroyed by any unit including Peasants. Catapults take a long time to construct and have a very slow movement speed.
  • Catapults and Ballistas are the only units that can damage units with a "Invulnerability Cheat".
Ballista/Catapult Stats
Unit HP MP Gold Cost Lumber Cost Attack Range Melee Damage Armor Magical Abilities
Image:HumanBallista.gif 110 0 900 300 8 80 0 None
Image:OrCatapult.gif 110 0 900 300 8 80 0 None


Mage/Death Knight

  • The Mages and Death Knights are primary Caster units, both capable of immense destruction through powerful spells. They are best kept from melee encounters however as they are vulnerable.
Mage/Death Knight Stats
Unit HP MP Gold Cost Lumber Cost Attack Range Melee Damage Armor Magical Abilities
Image:HumanMage.gif 60 255 1200 0 2 0 (+9 Piercing) 0 Fireball

Mana: 100, Damages a target + all units in the spell's path for 34 damage.
Slow
Mana: 50, Cuts the speed of an enemy unit by half.
Polymorph
Mana: 200, Turns an organic enemy into a critter.
Invisibility
Mana: 200, Turns one unit invisible temporarily or until attacked. (not usable on the caster)
Flame Shield
Mana: 80, Creates a damaging shield around a land or sea unit. (not usable on the caster)
Blizzard
Mana: 25, Area of Effect spell that damages all units within its 5x5 radius.

Image:OrcDeathknight.gif 60 255 1200 0 3 0 (+9 Piercing) 0 Haste

Mana: 50, Temporarily increases the speed of a unit (not usable on the caster).
Death Coil
Mana: 100, Area of Effect spell that will randomly hit an enemy unit, or jump several units. Heals the Death Knight if any damage is dealt.
Whirlwind
Mana: 100, Creates a cyclone Area of Effect that damages any unit or building in range.
Raise the Dead
Mana: 50, Raises nearby corpses into Skeleton units.
Unholy Armor
Mana: 200, Grants temporary invulnerability to one unit (not usable on the caster).
Death and Decay
Mana: 25, Area of Effect spell that damages all units within its 5x5 radius.

Dwarven Demolition Squad/Goblin Sappers

  • Small demolitions teams made for assaulting Buildings and clustered units. They are also capable of demolishing the environment, such as trees and rock.
Dwarven Demolition Squad/Goblin Sappers Stats
Unit HP MP Gold Cost Lumber Cost Attack Range Melee Damage Armor Magical Abilities
Image:Dwarfdemo.gif 40 0 700 250 1 4 (+2 Piercing) 0 Demolish

Deals 400 damage to units and buildings within a 3x3 radius.

Image:Gobsappers.gif 40 0 700 250 1 4 (+2 Piercing) 0 Demolish

Deals 400 damage to units and buildings within a 3x3 radius.

Air Units

Gnomish Flying Machine/Goblin Zeppelin

  • Unarmed reconnaissance aircraft able to scout and detect submerged water units.
Gnomish Flying Machine/Goblin Zeppelin Stats
Unit HP MP Gold Cost Lumber Cost Attack Range Melee Damage Armor Magical Abilities
Image:HumanFlying.gif 150 0 500 100 1 0 2 None
Image:OrcZeppelin.gif 150 0 500 100 1 0 2 None

Gryphon Rider/Dragon

  • The Gryphon Riders and Dragons are heavy damage dealers and quick movers, capable of levelling buildings and all types of units; ground, air and naval.
Gyphon Rider/Dragon Stats
Unit HP MP Gold Cost Lumber Cost Attack Range Melee Damage Armor Magical Abilities
Image:HumanGryphon.gif 100 0 2500 0 4 0 (+16 Piercing) 5 None
Image:OrcDragon.gif 100 0 2500 0 4 0 (+16 Piercing) 5 None

Naval Units

Elven Destroyer/Troll Destroyer

  • Primary naval combat vessel able to attack other naval units, ground units in range, and air units.
Elven Destroyer/Troll Destroyer Stats
Unit HP Gold Cost Lumber Cost Oil Cost Attack Range Melee Damage Armor Magical Abilities
Image:ElvenDestroyer.gif 100 700 350 700 4 35 10 None
Image:TrollDestroyer.gif 100 700 350 700 4 35 10 None


Transport

  • A transportational ship able to carry 6 land units across a body of water, lacking the capability to attack.
Human Transport/Orc Transport Stats
Unit HP Gold Cost Lumber Cost Oil Cost Attack Range Melee Damage Armor Magical Abilities
Image:HumanTransport.gif 150 600 200 50 1 0 0 None
Image:OrcTransport.gif 150 600 200 50 1 0 0 None


Oil Tanker

  • Oil Tankers are essential to the further expansion of naval fleets as they are the worker unit capable to build Rigs and haul oil.
Human Oil Tanker/Orc Oil Tanker Stats
Unit HP Gold Cost Lumber Cost Oil Cost Attack Range Melee Damage Armor Magical Abilities
Image:HumanOil.gif 90 500 50 0 1 0 10 None
Image:OrcOil.gif 90 500 50 0 1 0 10 None


Battleship/Ogre Juggernaut

  • Battleships and Juggernauts are some of the most powerful of all the units available, especially when fully upgraded. They are slow moving, heavy-hitting naval units primarily for taking out enemy naval units and are unable to hit air units. They can also use the attack ground command.
Battleship/Ogre Juggernaut Stats
Unit HP Gold Cost Lumber Cost Oil Cost Attack Range Melee Damage Armor Magical Abilities
Image:HumanBattleship.gif 150 1000 500 1000 6 130 15 None
Image:OrcJuggernaut.gif 150 1000 500 1000 6 130 15 None

Gnomish Submarine/Giant Turtle

  • Submerged stealth naval units that can often attack its targets without being seen. However, they are easily spotted by enemy submarines/turtles and air-based scouting units such as Flying Machines, Zeppelins, and the easily-created Eye of Killrog (ogre magi spell).
Gnomish Submarine/Giant Turtle Stats
Unit HP Gold Cost Lumber Cost Oil Cost Attack Range Melee Damage Armor Magical Abilities
Image:HumanSubmarine.gif 60 100 800 150 4 50 0 None
Image:OrcTurtle.gif 60 100 800 150 4 50 0 None

Heroes

Alliance

Kurdran and Sky'ree

Kurdran and Sky'ree are from Warcraft II.
  • 250 HP (+150% more than a regular gryphon rider)
  • Armor 6 (+20% more than a regular gryphon rider)
  • Damage 13-25 (+58%% more than a regular gryphon rider)
  • Range 5 (+25% more than a regular gryphon rider)
  • Sight 9 (same as a regular gryphon rider)
  • Speed 13 (-7% less than a regular gryphon rider)

Alleria Windrunner

Alleria Windrunner is from Warcraft II.
  • 120 HP (+ 200% more than a regular Elven Archer)
  • Armor 5 (regular Elven Archers have no armor)
  • Damage 9-28 (+208% more than a regular Elven Archer)
  • Sight 9 (+80% more than a regular Elven Archer)
  • Speed 10 (same as a regular Elven Archer)
  • Range 7 (+75% more than a regular Elven Archer)

Anduin Lothar

Anduin Lothar is from Warcraft II.
  • 90 HP (same as a regular knight)
  • Armor 4 (same as a regular knight)
  • Damage 1-3 (same as a regular knight)
  • Range 1 (same as a regular knight)
  • Sight 8 (+100% more than a regular knight)
  • Speed 13 (same as a regular knight)

Uther Lightbringer

Uther Lightbringer is from Warcraft II.
  • 90 HP (same as a regular Paladin)
  • Armor 4 (same as a regular Paladin)
  • Damage 3-15 (same as a regular Paladin)
  • Range 1 (same as a regular Paladin)
  • Sight 5 (same as a regular Paladin)
  • Speed 13 (same as a regular Paladin)
  • Mana 200 (same as a regular Paladin)
  • Abilities
    • Holy Vision (AoE map reveal)
    • Heal (restores HP)
    • Exorcism (damages undead)

Paladins had three abilities in Warcraft II.

Khadgar

  • 120 HP (+100% more than a regular mage)
  • Armor 3 (regular mages have no armor)
  • Damage 8-16 (+85% more than a regular mage)
  • Sight 9 (same as a regular mage)
  • Speed 8 (same as a regular mage)
  • Range 6 (+200% more than a regular mage)
  • Mana 225 (same as a regular mage)
  • Abilities
    • Fireball (line damage)
    • Slow (lowers target's movement speed and attack rate)
    • Polymorph (permanently turns target into a defenseless critter)
    • Invisibility (makes target temporarily invisible until it either attacks or casts a spell)
    • Flame Shield (AoE damage around target unit)
    • Blizzard (ranged AoE damage)

Danath Trollbane

Danath is from Warcraft II.
  • 220 HP (+ 267% more than a regular Footman)
  • Armor 8 (+300% more than a regular Footman)
  • Damage 4-23 (+29% more than a regular Footman)
  • Sight 6 (+50% more than a regular Footman)
  • Speed 10 (same as a regular Footman)
  • Range 1 (same as a regular Footman)

Turalyon

  • 180 HP (+ 100% more than a regular Paladin)
  • Armor 10 (+150% more than a regular Paladin)
  • Damage 3-19 (+50% more than a regular Paladin)
  • Sight 6 (+20% more than a regular Paladin)
  • Speed 13 (same as a regular Paladin)
  • Range 1 (same as a regular Paladin)
  • Mana 200 (same as a regular Paladin)
  • Abilities
    • Holy Vision (AoE map reveal)
    • Heal (restores HP)
    • Exorcism (damages undead)

Paladins had three abilities in Warcraft II.

Horde

Cho'gall

  • 100 HP (+ 11% more than a regular Ogre-Mage)
  • Armor 4 (regular Ogre-Magi have no armor)
  • Damage 3-15 (+29% more than a regular Ogre-Mage)
  • Range 1 (same as a regular Ogre-Mage)
  • Sight 5 (same as a regular Ogre-Mage)
  • Speed 13 (same as a regular Ogre-Mage)
  • Mana 200 (same as a regular Ogre-Mage)
  • Abilities
    • Eye of Kilrogg (summons a scout to move around map)
    • Bloodlust (additional damage buff)
    • Runes (sets a temporary AoE direct damage trap)

Gul'dan

Gul'dan.
  • 40 HP (-44% less than a regular deathknight)
  • Armor 0 (same as a regular deathknight)
  • Damage 1-3 (+29% more than a regular deathknight)
  • Range 3 (same as a regular deathknight)
  • Sight 8 (-12% less than a regular deathknight)
  • Speed 8 (same as a regular deathknight)
  • Mana 200 (same as a regular deathknight)
  • Abilities (all same as a regular deathknight)
    • Death Coil (kills target unit and damages a neighboring unit)
    • Death and Decay (ranged channeled AoE damage)
    • Raise Dead (raises skeletons from corpses)
    • Haste (temporarily increases movement speed of target)
    • Unholy Armor (lowers target unit's HP and grants it temporary invincibility)
    • Whirlwind (summons a whirwind that moves around randomly to deal AoE damage)
A Death Knight from Warcraft II has six abilities.

Teron Gorefiend

Teron Gorefiend is from Warcraft II.
  • 180 HP (+200% more than a regular deathknight)
  • Armor 2 (regular deathknights have no armor)
  • Damage 8-16 (+71% more than a regular deathknight)
  • Range 4 (+33% more than a regular deathknight)
  • Sight 9 (same as a regular deathknight)
  • Speed 8 (same as a regular deathknight)
  • Mana 200 (same as a regular deathknight)
  • Abilities
    • Death Coil (kills target unit and damages a neighboring unit)
    • Death and Decay (ranged channeled AoE damage)
    • Raise Dead (raises skeletons from corpses)
    • Haste (temporarily increases movement speed of target)
    • Unholy Armor (lowers target unit's HP and grants it temporary invincibility)
    • Whirlwind (summons a whirwind that moves around randomly to deal AoE damage)
A Death Knight from Warcraft II has six abilities.

Grom Hellscream

Grom Hellscream is from Warcraft II.
  • 240 HP (+300% more than a regular Grunt)
  • Armor 8 (+300% more than a regular Grunt)
  • Damage 3-22 (+91% more than a regular Grunt)
  • Range 1 (same as a regular Grunt)
  • Sight 5 (+25% more than a regular Grunt)
  • Speed 10 (same as a regular Grunt)

Kargath Bladefist

Kargath Bladefist is from Warcraft II.
  • 240 HP (+300% more than a regular grunt)
  • Armor 8 (+300% more than a regular grunt)
  • Damage 3-24 (+93% more than a regular grunt)
  • Range 1 (same as a regular grunt)
  • Sight 5 (+25% more than regular grunt)
  • Speed 10 (same as a regular grunt)

Dentarg

Dentarg is from Warcraft II.
  • 300 HP (+567% more than a regular Ogre-Mage)
  • Armor 8 (regular Ogre-Magi have no armor)
  • Damage 3-24 (+93% more than a regular Ogre-Mage)
  • Range 1 (same as a regular Ogre-Mage)
  • Sight 6 (+20% more than regular Ogre-Mage)
  • Speed 13 (same as a regular Ogre-Mage)
  • Mana 200 (same as a regular Ogre-Mage)
  • AbilitiesWarlock
    • Eye of Kilrogg (summons a scout to move around map)
    • Bloodlust (additional damage buff)
    • Runes (sets a temporary AoE direct damage trap)

Ogre-Magi had three abilities in Warcraft II.

Deathwing

Deathwing is from Warcraft II.
  • 800 HP (+700% more than a regular Dragon)
  • Armor 10 (+100% more than a regular Dragon)
  • Damage 13-35 (+71% more than a regular Dragon)
  • Sight 9 (+50% more than a regular Dragon)
  • Speed 14 (same as a regular Dragon)
  • Range 5 (+25% more than a regular Dragon)

Zul'jin

Zul'jin is from Warcraft II.
  • 40 HP (same as a regular Troll axe-thrower)
  • Armor 0 (same as a regular Troll axe-thrower)
  • Damage 3-9 (same as a regular Troll axe-thrower)
  • Range 5 (+25% more than a regular Troll axe-thrower)
  • Sight 6 (+20% more than regular Troll axe-thrower)
  • Speed 10 (same as a regular Troll axe-thrower)

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