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General Spell Guide

Version: Retail V1.11
Game Type: Any
Suggested Maps: Any
Recommended Heroes: Any
Recommended Skill Level: 1-6
Author: Nightmyre, Kei and Boggy B

Human

Priest
+ Heal: Quite a nice little spell. Heals 20 hit-points for 4 mana, with only 1 second cooldown. It has auto-cast, but remember that you can use it more if you use it manually.
+Dispel: A very useful spell. Costs 75 mana and has no cooldown. Deals 200 damage to summoned units (so it can wipe out hordes of skellies). Its main function is to destroy all buffs and debuffs in its area of effect. It can also get rid of blight. Use it for countering powerful spells like bloodlust, polymorph and wards.
+ Inner Fire: The priest’s final spell, Inner Fire adds 5 armor points to it’s target and increases their damage by 10%. It costs 35 mana and has a 1 second cooldown. It lasts 60 seconds. Great on knights, as a fully upgraded knight with Inner Fire has 16 Armor. It's autocast.

Sorceress
+ Slow: Another good first-level spell, Slow slows enemy units movement speed by 60% and attack speed by 25% for 60 seconds (10 on heroes). Costs 50 mana with no cooldown. It has autocast, but like all autocast spells, it’s faster if you do it manually. Great to use with Archmage or Bloodmage for their area of effect spells, and also good to use with riflemen for ranged focus-fire mayhem!
+ Invisibility: For 50 mana you can make a unit invisible for 120 seconds. Not too shabby. No cooldown. Use it to scout, to create a target point for mass teleport, to save units and heroes about to die and to make a swarm of mortar teams invisible, allowing you to sneak in and waste the base.
+Polymorph: Perhaps the most amusing spell, it transforms target unit to a sheep or flying sheep. Costs 220 mana, but has no cooldown. Lasts 60 seconds, but can’t target heroes, level 6+ creeps or summoned units. Sheep have medium armor, and no attack.

Orc

Shaman
+Purge: A weak form of dispel, purge costs 75 mana and has a 1 second cooldown. If cast on an allied unit, it will stop the unit and dispel buffs/debuffs. If cast on an enemy unit, it will dispel, but also slow the unit by 5 points for 15 seconds. The unit slowly regains the speed. Only lasts 5 seconds on heroes. Also deals 400 damage to summoned units. Not to great, but useful to slow fleeing units so you can swoop in for the kill.
+Lightning Shield: A fantastic spell. Costs 100 mana with no cooldown. Creates a shield of lighting around targeted unit, dealing 20 damage a second to adjacent units. Lasts 20 seconds. So if it lasts its full effect that’s 400 damage! Cast it on swarms of ranged units like archers or headhunters and watch them fall like rain. Be warned that it will hurt your own units as well.
+Bloodlust: The definitive Orc spell. Speed up allied units movement speed by 25% and attack rate by 40% for 60 seconds. All this goodness for 40 mana and no cooldown. It’s autocast, but can be administered faster manually.

Witch Doctor
+Sentry Ward: Creates an invisible, immobile ward that grants vision for 600 seconds (10 minutes). always be sure to sprinkle these around the map, and of course place them in your opponent’s base. Costs 50 mana and has no cooldown.
+Stasis Trap Ward: Extremely annoying (for your enemy). Costs 100 mana and has no cooldown. Creates a ward that lasts for 150 seconds. For the first 10 seconds they sit there and act useless. But after that they become invisible and can activate. When an opponent gets near one it will trigger, stunning all enemy units in its area of effect for 6 seconds (only 2.5 on heroes). The best way to use this is to spam the “T” hotkey and spread them around the battlefield, making it difficult for your opponent to destroy or dispel them all.
+ Healing Ward: For 200 mana (no cooldown), you get a ward that heals all allied units by 2% of their base hit-points. They only have 5 hit-points, so place several so you have back-ups, and place them behind the battle lines. Note that they don’t stack with each other.

CAUTION: Wards can be stolen for cheap by Spell Breakers with control magic. Beware!

Spirit Walker
+Spirit Link: A spell for evening the damage out among your troops, making Healing Wards even more effective. For 75 mana with no cooldown, you link 4 units together for 75 seconds. Linked units distribute 50% of their damage to linked units. So if 4 Grunts are linked, and one gets hit for 100 damage, all four Grunts lose 50 hit-points. Note that Troll Berserkers with Berserk active (so they take 50% extra damage) is spread throughout the link. So 4 berserking berserkers hit for 100 damage ALL feel 100 damage. Even applies to non-berserkers as long as it is the berserker being hit. You have been warned.
+Disenchant: The Orc dispel. For 125 mana you dispel all buffs/debuffs from units in the area of effect, and also deal 250 damage to summoned units. No cooldown.
+Ancestral Spirit: If you use Tauren, you must have this ability. For a measly 250 mana with a hefty 30 second cooldown, you revive a dead Tauren with 100% of its hit-points. Your enemy will despair when they see a field or corpses sprout into a snarling army of irate cattle!

Undead

Necromancer
+Raise Dead: A very useful spell, in the right circumstances. For 75 mana (8 second cooldown) and a corpse, you get 2 skeleton warriors (1 warrior, 1 mage with skeletal mastery) for 40 seconds (55 with skeletal longevity). The hordes of skeletons are easily dispelled though, so don’t bet the game on them. It’s auto-cast, so turn it on and enter the fray! When facing other Undead, remember that you can use the corpses in their graveyard against them. Also, meat wagons can haul (and even generate) corpses to use.
+Unholy Frenzy: A double-edged spell. It increases the attack rate of an allied unit by 75% (good), but also deals 4 damage per second for 45 seconds to said unit (bad). Use it on units that are fairly safe, or if you can heal them easily. Costs 50 mana and has a 1 second cooldown. If you’re really cocky, you can use it on enemy units with low hp, like fleeing heroes. But they still get the attack rate bonus, so be careful.
+Cripple: A terrific spell if you want to incapacitate your opponent’s army (and who doesn’t?). Cripple reduces movement spend on the targeted unit by 75%, decreases attack damage by 50% and attack rate by 50%. All this for only 175 mana with a 10 second cooldown. It lasts 60 seconds (10 on heroes). A good way to slow fleeing units so you can finish them off, but better spent at the beginning of the battle, so your army faces a weak one.

Banshee
+Curse: An underused spell. Curse inflicts all enemy targets with a 33% chance to miss when it attacks. It basically gives your entire army level 3 evasion! It only costs 50, has a 1 second cooldown, and lasts for 120 seconds. It’s autocast, so you can micro while your banshees do their thing!
+Anti-Magic Shell: Anti-Magic Shell is a wacky little spell. It covers target unit in a shield that blocks magic from affecting them. In ROC, this could be extremely useful. But TFT has some changes that mix it up a bit. Units with anti-magic shield can still be affected by “physical” abilities, like web or ensnare. It also dispels whatever spells are on the target. It also protects from “magic” damage. So if your opponent masses Gryphons, anti-magic shield will seal his fate (gg). It can be dispelled. You can even cast on opposing units to prevent them from receiving buffs (like bloodlust). Units covered in anti-magic shell are still effected by healing abilities, so don’t cast on your enemy’s hero to prevent him from healing! It costs 50 mana, lasts 90 seconds, and has no cooldown.
+Possession: Used properly, this spell is a game winner. It steals target enemy’s unit (or creeps level 5 and below) and gives it to you. The price? 250 mana, and your banshee. It does take one second to cast, and the banshee must be quite close, but once the unit is yours it is your forever. If you posses enemy worker units, you can build up there tech tree, and even recruit their heroes (the 3 hero limit and 100 food cap still apply). If you capture an enemy (or allies) undead unit, you gain and keep al upgrades on that unit. So if you possess a ghoul that has two attack upgrades, YOU will automatically acquire those upgrades for all your units. Be sure to pick out useful targets like strong units (tauren) and useful casters (shaman). You can even posses air units, as long as a fiend has them webbed.

Night Elf

Druid of the Talon
+Faerie Fire: A nice little spell. For 40 mana with 1 second cooldown you lower target units armor by 5, and you get its vision for 120 seconds. It’s autocast, so it requires minimum micro. If you get Enchanted Crows you can cast it in Storm Crow Form, which can be useful, as it allows DOTTs to still cast it while flying and out of harms way, and it allows them to fly into enemy bases and put it on peasants, giving you a view into his base for two minutes.
+Crow Form: Transforms the DOTT into a flying Storm Crow. A great anti-air unit, though it’s low hp limits its usefulness. It has magic attacks, so don’t use it against Destroyers. It costs 50 mana and lasts until you change it back for another 50 mana.
+Cyclone: A powerful spell, Cyclone tosses enemy units into the air for 20 seconds (6 for heroes). It has a 5 second cooldown and costs 150 mana. While in the air, the units cannot act or be targeted. Cyclone can be dispelled. Use it on powerful units, so you only need do deal with fractions of the army at once. Cyclone the meat shields, kill the casters, the kill the meat shields without support. Also use it on retreating units, then surround and kill them when they come down.

Druid of the Claw
+Roar: Gives all friendly units around the bear +25% attack damage for 45 seconds with no cooldown.. The area of effect is quite small, so bunch your units around the DOTC. When you have the Enchanted Bears upgrade, you can cast roar even in bear form. It costs 100 mana. Use to drain your bears of mana when fighting human spellbreakers, as their feedback ability can tear bears a new one.
+Rejuvenate: Heals 400 damage over 12 seconds. Great to cast on heroes or powerful units (like Bears and Knights). You can even cast it on units with full health. If their damaged within 12 seconds, they’ll start gaining life. It costs 125 mana and has no cooldown.
+Bear Form: Transforms the weak DOTC into a powerful Bear. Bears are excellent meat shields and have high attack. It costs 25 mana to urn into a bear, and 50 to turn back into a druid.

Dryad
+Abolish Magic: Dispels all magical effects on a single targeted friendly or enemy unit. This is best used for taking off powerful magic debuffs like Cripple, or getting rid of Stasis Wards. Has a lot of uses, but don't abuse the autocast, because Dryads can't cast this spell indefinitely like Priests can. Good against Slow/Innerfire/Bloodlust.

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