Current News
Submit News
News Archive
Investigations
Opinions and Columns
Official Forums
Infoceptor 4.0 Preview
Vanilla Strategies
Expansion Strategies
Vanilla Walkthrough
Expansion Walkthrough
Map Archive
Replay Archive
Mod Archive
Related Files
Beta Coverage
Classes
Beta Journals
Screenshot Gallery
Introduction
Screenshot Gallery
Customs and Mods
Strategies
BW Walkthrough
Related Files
Walkthrough
Strategies
Customs and Mods
Related Files
Customs and Mods
Pud Archives
Related Files
Fan Fiction
Fan Art
Music and Media
Skins and Themes
Warcraft 3 TC
About Us
Links
Privacy Policy
Buy Blizzard Stuff EverQuest Guild



Night Elf Units: -Last Updated 2-22-2002
Dark Elf units employ a deadly mix of speed, agility and stealth. They are generally faster than other races, and most have a ranged attack. They are ideal for hit and run tactics, able to shoot enemies from afar, then retreat with little fear of being routed.

In terms of play style, the Night Elves can be compared to Terrans in Starcraft, and require the most micro-management. Players will need to set up ambushes, and deploy guerilla tactics. The emphasize this, Blizzard has given all female Night Elf units the ability to Shadow Meld. Basically at nighttime, all such units will be invisible provided they aren't moving. This will make it very difficult for the enemy to determine the true size of your army.

Despite this, Night Elves still do have a few tough units. The sentinels, for instance, is a melee unit with a lot of hit points, ideal for slowing down enemies, allowing ranged allies to be fully effective.

Spirit Wisp: 120 2

Requires: Tree of Life
Attacks: Nothing
Speed: Average
Wisps are the new peon unit of the Night Elves, but unlike other peons, Wisps will not be able to repair or harvest gold. These flying creatures represent the dead spirits of the Night Elves. When you command them to 'build' a building, they burrow into the ground, and a Treant begins to grow there. In addition, a player may attach wisps to certain buildings to make them train units of research technologies faster.

2-9-2002: Wisps cannot merge with ancients to make them research stuff faster.

2-6-2002: Wisps No Longer Provide Supply, Wisps can now cast Heal and Detonate.

11-17-2001: Wisps Now Harvest Lumber

Special Abilities:

Morph:
Casting Cost: Variable
Cooldown: N/A
Research Cost: Already Researched
Like the Drone in Starcraft, the Wisp 'builds' night elf structures by morphing into them. The Wisp is destroyed in the process.

Collect Lumber:
Casting Cost: None
Cooldown: None
Research Cost: Already Researched
Wisps are used to harvest lumber, however they do not destroy trees in the process. Hence Night Elves will never run out of lumber to harvest.

Heal: (Autocast)
Casting Cost: 1 /hp
Cooldown: 1
Research Cost: 100 100
The Wisp is able to partially restore the hit points of a unit and ancients around them.

Detonate:
Casting Cost: Special
Cooldown: N/A
Research Cost: 100 100
Detonate removes all buffs in a targetted area. But in doing so, the Wisp is destroyed.

Passive Abilities:

Hover: Wisps are immune to terrain effects.

Unit Stats:

Hit Points Damage Armor Range
80 0 1 1

Archer: 165 20 2

Requires: Ancient of War
Attacks: Land and Air
Speed: Fast
The first line of defense for the Night Elf forces, these stealthy women carry powerful long bows. These brave warriors are always on the move, seeking to protect the borders of Kalimdor from any hostile incursion. Archers are the first military unit that can be trained by the Night Elves.

Special Abilities:

Pick Up Archer:
Casting Cost: None
Cooldown: N/A
Research Cost: 150 50
Researched At: Chimaera Roost
Picks up an Archer so that the Archer can attack from the air. Once mounted, the Archer forms a bond with the Hippogryph that cannot be broken.

Passive abilities:

Shadow Meld:
Research Cost: Already Researched
This unit is invisible at night whenever she does not move or attack.

Unit Stats:

Hit Points Damage Armor Range
220 12-17 0 45

Huntress: 225 20 3

Requires: Ancient of War
Attacks: Land
Speed: Very Fast
Huntresses are the elite cadre of the Sentinel army. Drawing their strength from the moon goddess, Elune, and these warrior women ride the feral Nightsabre panthers into battle. Huntresses are strong and swift, and merciless to those who would defile the sanctity of Ashenvale Forest. Like all Night Elf women, Huntresses are able to Shadowmeld at night.

1-12-2002: Huntresses have replaced Sentinels.

Special Abilities:

Directed Scout:
Casting Cost: None
Cooldown: Very Long
Research Cost: 150 50
This spell works like comsat, except the terrain is not revealed instantly. The delay between the time of casting and the time of effect is proportional to the distance between the Huntress the terran she fishes to reveal. Invisible units are also revealed.

Passive Skills:

Shadow Meld:
Research Cost: Already Researched
This unit is invisible at night whenever she does not move or attack.

Unit Stats:

Hit Points Damage Armor Range
470 23-29 0 25

Dryad: 195 10 3

Weapons: Throwing Spear
Speed: Fast
Attacks: Land and Air
The enchanted Dryads are the daughters of the Night Elf demigod, Cenarius. The playful, frolicking creatures vaguely resemble centaurs (their cursed cousins), but have bodies more akin to woodland fauns. They are swift and sure and are at peace with all of the children of the forest. Though they abhor unnecessary violence, the Dryads will defend the wildlands of Kalimdor with their lives if need be.

Special Abilities:

Dispel Magic: (Autocast)
Casting Cost: 75
Cooldown: None
Research Cost: Already Researched
Researched At: N/A
Automatically dispel possitive buffs from enemies and negative buffs from allies.

Passive Abilities:

Spell Immunity
Research Cost: 150 100
Researched At: Bear Den
Once researched at the Bear Den, the Dryad becomes completely immune to negative enchantments that's cast at her.

Unit Stats:

Hit Points Damage Armor Range
310 14-17 0 50

Druid of the Claw: 235 40 4

Requires: Bear Den, Ancient of Lore
Speed: Fast
Attacks: Land
These mighty Druids have adopted the ancient totem of the bear. They have numerous powers with which to defend and lead their brethren in times of peril. They have the special ability to transform into a large Bear and attack their enemies with greater strength and ferocity. When in their base form they may cast these spells.

2-22-2002: Hibernate Skill removed, Barkskin added.

Special Abilities:

Barkskin: (Autocast)
Casting Cost: 50
Cooldown: None
Research Cost: Already Researched
Researched At: N/A
Increases defence of target unit by 2 for a limited duration

Bear Form:
Casting Cost: 50
Cooldown: None
Research Cost: Already Researched
Researched At: N/A
The Druid may transform himself into a giant bear. In this form the druid will have extra hit points, and deal extra damage. However he cannot use his spells.

Unit Stats:

Hit Points Damage Armor Range
Human Form 320 10-12 1 1
Bear Form 430 27-34 0 1


Druid of the Talon: ? ? 4

Requires: Ancient of Lore, Ancient of Wind, Bear Den
Speed: Fast
Attacks: Land
These mysterious Druids have adopted the totem of the Raven, and can assume the form of the dark birds at will. While in Raven form, these Druids gain an advantage in mobility, but cannot attack.

Special Abilities:

Cyclone:
Casting Cost: x
Cooldown: Unknown
Research Cost: 100
Researched At: Bear Den
A single targeted unit will be encased in a cyclone of air and debris. The target will be trapped in this cyclone for the duration of the spell and receive damage.

Crow Form:
Casting Cost: 50
Cooldown: None
Research Cost: Already Researched
Researched At: N/A
The Druid may transform himself into a large crow. In this form the druid will regenerate and be able to fly, but will NOT be able to cast any spell except to transform back into Elf Form.

Ballista: 225 40 4

Requires: Ancient of War, Hunter's Hall, Tree of Ages
Speed: Slow
Attacks: Land
While the Alliance has abandoned Ballistas in favor of more formidable siege weapons such as Mortars, the Night Elves maintain the use of these hulking war machines. Ballista's function as the siege weapon for the Night Elves, and are used to knock down enemy troops and defensive structures from long range. While slow to move and slow to fire, the massive beams they fire are deadly,

Special Properties:

Level Trees:
Ballista's can be used to eliminate trees for strategic purposes.

Unit Stats:

Hit Points Damage Armor Range
350 62-100 1 100

Hippogryph: 390 30 3

Requires: Ancient of Wind
Speed: Very Fast
Attacks: Air
Hippogryphs are ancient, magical beasts whose bodies resemble both stags and ravens. They patrol the skies above Kalimdor and viciously attack any enemies of the wilds that they encounter. These strange beasts can spew forth bolts of magical energy from their mouths. The intelligent Hippogryphs have given their allegiance to the Night Elves in honor of Cenarius, the Night Elves' god, who stands as the protector of nature and all its creatures.

Hippogryphs can only attack air units, by may be tamed to carry archers at a later stage. Special Ability:

Pick Up Archer:
Casting Cost: None
Cooldown: N/A
Research Cost: 150 50
Researched At: Chimaera Roost
Picks up an Archer so that the Archer can attack from the air. Once mounted, the Archer forms a bond with the Hippogryph that cannot be broken.

Properties:

Flight:
The Hippogriff can fly.

Unit Stats:

Hit Points Damage Armor Range
350 20-26 0 Melee

Hippogryph Rider: 5

Requires: Hippogryph Taming, 1 Archer, 1 Hippogryph
Speed: Fast
Attacks: Land and Air
In the heat of battle, Night Elf Archers can call upon the mighty Hippogryphs to carry them into the air. The Archers mount the flying beast and are capable of firing their arrows from the Hippogryphs' backs. The brave creatures respond to the female riders as if they shared an empathic bond..

Properties:

Flight: Obviously the Hippogriff Rider can fly. Unlike the unmounted Hippogriff, it can attack land.

Unit Stats:

Hit Points Damage Armor Range
350 19-25 0 65

Chimaera: 420 50 5

Requires: Chimaera Roost
Speed: Slow
Attacks: Land
The mysterious Chimaera of Ashenvale Forest are deadly, territorial beasts who have developed an empathic bond with the Night Elf race. The fearsome, two-headed Chimaera fly above the dark forestlands spewing forth their terrible breath weapons upon all who would defy the sanctity of Kalimdor.

Chimaeras serve as Night Elf bombers, and play a similar role to guardians in Starcraft. They are deadly siege weapons, and are also fairly good vs land units, however, they have no defense against aerial opponents.

Special Abilities:

Corrosive Breath:
Casting Cost: None
Cooldown: Medium Length
Research Cost: 200 200
Researched At: Chimaera Roost
Chimaera in breath on enemy buildings once in a while. The corrosive acid deals 200 damage to the targeted building at a rate of 20hp/second.

Properties:

Flight: The Chimaera can fly.

Splash Damage: The Chimaera deals splash damage.

Unit Stats:

Hit Points Damage Armor Range
Vs Units 600 24-34 1 45
Vs Buildings 600 52-80 1 65

Back to Warcraft 3 Races



Introduction
Timeline
Cheat Codes
Expansion Strategies
Vanilla Strategies
Original Walkthrough
Expansion Walkthrough
Submit Strategy

Map Archive Main
Register an Account
Single Player
Use map Settings
Melee Maps
Submit a Map
Mapmaker's Forum

In-Game Screenshots
Movie Screenshots
Concept Art
Scanned Images

Warcraft 3 Discussion