Orc Guide.

This is a discussion on Orc Guide. within the Warcraft 3 Strategies and replays board part of the Warcraft 3 forum category; First Warcraft Guide I've made, please tell me what you think! ~Chauboy Intro : The savage, green-skinned Orcs are one ...

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    Chauboy is offline Member
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    Orc Guide. v2.0

    First Warcraft Guide I've made, please tell me what you think!
    ~Chauboy

    Intro: The savage, green-skinned Orcs are one of the most prolific races of the Warcraft world. Born on the hellish world of Draenor, the Orcs were brought into the kingdom of Azeroth through the dimensional gateway known as the Dark Portal and forced to make war upon the Humans. The Orcs are typically believed to be brutal and mindless, possessing no humanity or empathy for other races. Although few are aware of it, the Orcs once cultivated a noble, Shamanistic society on the world of Draenor. Yet the proud Orc clans were corrupted by the Burning Legion and used as pawns in the Legion's invasion of Azeroth. In recent years the Orcs have begun to release themselves from the Demons' corruption, and rekindle their ancient, noble traditions.

    In today's 1.21/1.21b patch, HU and NE are the most played solo classes. However Orc shouild not be overlooked. They are very powerful, and pretty easy to use.

    Heroes:
    Blademaster- The Blademaster is the most commonly used hero, and should be used on small maps like Taveras Stand, Echo Isles, and Lost Temple. His effectiveness is limited on bigger maps, where it may be harder to creepjack (steal opponent creeps) and harass. Blademaster is the master of creepjacking and harassing and making your opponent's time to creep difficult. When you are comofrtable using the blademaster you should harass with him, and creep with your army. Blademaster is arguably the best warrior hero, with Demon Hunter probably being the best. However Blademaster is very annoying when used properly. When using Blademaster, the most common second hero to pair with him is Shadow Hunter. The combination of hex and wind-walk DPS(damage per second) can be deadly. Against Humans, Blademaster's effectiveness is limited because of Human Casters.
    Note: Make sure to buy your blademaster a boots of speed from a merchant shop, as it makes the blademaster much more effective.
    Good heroes that also pair with Blademaster: Naga Sea Witch, Tauren Chieftain, maybe Panda.
    Common Skill Combination: Wind Walk, Critical Hit, Wind Walk, Critical Hit, Wind Walk/Critical Hit, Bladestorm.
    Bladestorm: Blademaster's ultimate can be devasting against weak compact buildings, and against weak units such as Human Casters. This ultimate does effect Night Elf Dryad's.

    Far Seer- In solo, the Far Seer is the second most commonly used hero. The Far Seer is probably the Orc's best creeper, but also a good harasser with wolves. In teams, Far Seer's feral spirits and the entangle from Keeper of the Grove can be deadly. Far Seer is mainly seen versus Humans, because of the chain lightning against human casters. However Far Seer is also seen against orc mirror and UD(though less now). Far Seer's Feral Spirits is probably his best spell. At level one they may seem weak with low HP, and give away a lot of XP(experience) if killed, but at level two, they are formidable. With Feral spirit, you can harass well, but make sure to micro weak wolves away. Feral Spirits can also be used as tanks, and to scout. The Spirits are summons, meaning they can be dispeled and do have a time limit. DO not get Far Seer's Far Sight. It is a waste of a spell. Wolves do a good job of scouting. Far Seer with Tauren Chieftain is a common comboination against UD and Human. "Chainwave" which is known as Far Seer's Chain lightning, and Tauren Chieftain's Shockwave combined, is very useful versus Human.
    Good heroes that pair with Far Seer: Tauren Chieftain, Naga Sea Witch, Panda.
    Common Skill Combination: Feral Spirits, Chain Lightning, Feral Spirit, Chain Lightning, Feral Spirit, Chain Lighting/Earthquake.
    Earthquake: Far Seer's ultimate good against mass towers of a race such as Human's but it has limited use other than against buildings.

    Tauren Chieftain: Rarely if ever should you use Tauren Chieftain as a first hero in Solo. But in Teams, you will see him more often because of his Endurance Aura. Tauren Chieftain is a tank hero, with little DPS, but lots of health. In Team play Tauren Chieftain with Headhunts can be devastating when teamed up with Priestess of the Moon with Trueshot aura. Tauren Chieftain's shockwave is useful versus human, and his stomp will overpower fiends. Tauren Chieftain alone though is a poor harasser and poor creeper, so I would advise you not to use him in Solo.
    Good heroes that pair with Tauren Chieftain: Naga Sea Witch, Shadow Hunter, Firelord. (Usually need some good damage hero)
    Common Skill Combination: (Against Human)- Shockwave, Endurance Aura, Shockwave, Endurance Aura, Shockwave, Reincarnation.
    (Against UD)- Stomp, Endurance Aura, Endurance Aura, Stomp, Endurance Aura, Reincarnation.
    (Against NE)- Shockwave, Endurance Aura, Shockwave, Endurance Aura, Shockwave, Reincarnation. (Do not get TC, if NE goes mass Dryads, only if NE goes mass Druid of the Talons.)

    Shadow Hunter- This hero is mainly used as a secondary hero, but in some cases can be used for a tower rush with wards. I have also seen Shadow Hunter being used in a orc mirror, where a player double barracked, pumped out mass grunts, and towered tier 1. Shadow Hunter however is mainly used for hex purposes for hero killing. Hex can be used at the beginning of battle, used against units to take the unit out of battle, or be used against a hero when the hero is near dead, so the hero cannot use a health pot, invulnerability pot, or teleport out. Shadow Hunter's Healing wave is also pretty good. His Serpent wards are good, but are immobile. His serpent wards(piercing damage) are good versus Huntresses and other unarmored units.
    Good Heroes that pair with Shadow Hunter- (Never use this guy first..., but...) Firelord and Panda.
    Common Skill Combination- (As a first hero)- Wards, Hex/heal, Wards, Hex/heal, Wards/ Big bad Voodoo
    (As a second hero)- Hex, Healing wave, Healing wave, Hex, Healing Wave, Big Bad Voodoo.

    Units
    In solo, basically you will use a combination of these units: Grunts, Raiders, Spirit Walkers, Wind Riders, Kodo Beasts. This is standard play made famous by professionals such as Grubby. Grunts are tanks at tier 1, and are the best melee tier 1 units. Raiders are useful for ensnare, and their fast movement(fastest for orc land units) allow for useful creepjacking and base raids. (When going to attack a base with raiders getting the pillage upgrade is useful) Spirit Walkers are a must versus Humans and Night Elves(if they go Druids of the Talon). Spirit Walkers have the biggest dispel/disenchant radius, and spirit link is useful when you also bring peons with you that take damage. Spirit Link is mainly seen versus orc. One or two wind riders can be used in an army. However you should almost never mass them, unless you are facing a poor opponent who doesn't make sufficient anti-air. Kodo Beasts are underused in most games, but are useful for their damage bonus to your army, and can also devour units.
    In Solo , 90% of the games you should not need to tech to tier 3. Orc's tier 2 is very strong, and going tier 3 for Tauren and Master-trained casters is not very smart. It wastes resources and time.

    Build Order: If you can try to send 4 peons to gold on start and the last unused peon to build an altar. Queue up two peons in Great Hall. The first peon out should be made to build a burrow. Burrows Should always be protected behind bigger HP buildings like barracks and the altar. Unlike other buildings that provide for a bigger food limit, burrows only have heavy armor and not fortified. Thusly they are severely weaker. Against Human though, the second burrow you build can be in front to stop a common tower rush. After the burrow, the second peon out should be to make a barrack. Queue up more peons. The next peon out should go to gold mine. The next peons should go to wood. Stop queueing after your food is 16(with the hero). At 16, you should have enough lumber to make your second burrow. At about this time your barrack should be done, and you should queue up your first grunt. A little bit after this make your last peon from Great Hall, and your food should be 20/20. You should upgrade tier 2 very soon. Your War Mill should come right before tier 2 is almost finished.

    Items

    Boots of Speed- This is a must for the Blademaster. It not only increases his speed significantly, but also allows him to escape in some situations without the use of wind walk. This can also be used for other heroes against a fast hero with boots of speed.
    Healing Scroll- This is one of the Orc's best friends. With Spirit Walker's spirit link, the damage is distributed, meaning a healing scroll would heal all of the damage units.
    Scroll of Protection- This Scroll is useful against Orc, Night Elf, and Undead(before destroyers) This item is seen more in team games than in solo.
    Potion of invulnerability- This item can be used anytime, and sometimes is more useful than a health pot. I would use it on weaker heroes like your Shadow Hunter, especially in Orc vs Orc games, where the most common target is the Shadow Hunter.
    Healing Salve- This is the Orc's primary way of healing, and despite its long time to heal, is pretty useful. I always keep a healing salve on my primary or secondary hero.
    Mana Clarity Potion- This Item is useful for Blademaster and Shadow Hunter, but less so for Far Seer, who regens mana quickly, and Tauren Chieftain, who doesn't really use much mana.
    Orb of Lightning- This is a tier 3 item, and you won't be using it much in solo, but in team games you will more. It has the chance to purge units, and deal extra damage to summoned units. Also adds 5 damage.
    Speed Scroll- A very underrated unit. This 50 gold item, is a savior and can save you from wasting a teleport. The only downside is that it can be dispelled, but if not, your army will be moving at max speed.

    Orc vs Human/Orc/Night Elf/Undead

    Orc vs. Human
    Standard-
    In a Orc versus Human game, far seer is advised. Far Seer in combination with TC/Panda can easily severely weaken or kill human's low hp units. In this matchup, you should try to creepjack humans and prevent early expos by the human. If the human has peasents building towers, attack the peasents first then the army. You should scout out the human early game. If you see a lumber mill early, that could mean they are tower rushing early at tier 1, or it could also mean they are building guard towers for expansions. Your base build should feature one of two burrows out in front of your base to prevent a tower rush. With Far Seer, depending on your preference, you could go chain lightning at level 3, rather than wolves at level 2. I suggest going wolves at level 3 though. Remember that the humans can steal your wolves with spell breakers. You should tech early, after the first grunt. If the human catches you at tier 2 without adept Spirit Breakers with disenchant, you will have probably lost. Slow, from sorcesses, owns grunts, raiders, and any orc unit basically. Depending on the game, you should build 3-4 grunts, and then make a beastiery. Build your beastiery before you make your spirit lodge. From the beastiery you should build a raider then upgrade ensare, and then make one or two more raiders. When you have the lumber, make a spirit lodge, and make a spirit walker, and then upgrade to adept. A war mill is not necessary against humans, but could be useful for later in the game for a kodo beast to eat Spell Breakers and to give an aura damage bonus. Against Humans, you have to make sure to delay them as best as you can. At Human tier 2, you know they are going to double arcane sanctum, so you should try to kill the peasents building them. Also with Far Seer you can harass the peasents well with the Spirit Wolves, since if the opponent doesn't aim his arcane tower, the tower will hit the wolves for minimal damage, and won't sap any mana. If the human is camping out at his own base and not creeping, then you can take advantage to creep for a little, and then hit again. The game will be won and lost depending on how well you harass. Human will always outcreep and outlevel you if you play creeping wars. The Human will go archmage and then Mountain King. At tier 2 with ensanre and raiders, focus fire the Archmage, and time the ensnares. Ensnare lasts four seconds, and with three of them, can easily take down the archmage, if the archmage doesn't have a potion. Archmage is one of the weakest heroes, and over time can add damage with his water elementals. Do not try and kill the Mountain King first, unless he is in a bad position, he is a tank.
    Note:
    1) If the human doesn't make any rifles, you can try and mass some wind riders. Mass wind riders can dismantle a human army consisting of footmen, casters, Mountain King, and Archmage.
    2) Do not Mass Troll batriders against human for the base raid hit and run. Humans can quickly build their base back and also tower their base very fast; their towers have too much health.
    3) If you go blademaster as a first hero, expect the Human to go Archmage, Beastmaster, who has the ability to see your blademaster with his hawk.

    Orc vs. Orc
    Standard- Woooo! Kodo Wars! Well, it seems like it anyways.

    Far Seer as first hero- If you use Far Seer, with wolves, you should push early when you get your far seer and grunt out. Scout out the enemy base. About half way to the Orc base, summon your wolves, so they will dissappear sometime into the battle, so they do not give away free experience. At the Orc base, witht he wolves and grunt harass and attack the burrows, and keep attacking. Only go back to your base if you are severely wounded. If you go Far Seer, do not try and creep much, if at all. You must keep harassing burrows and Voodoo shops, and hinder any creeping the enemy orc is trying to do. The Build order should be standard. With Far Seer, a Good second hero would be Naga Sea Witch, or Beastmaster, or Panda/TC maybe.

    Blademaster as first hero- Well, it may seem suprising, but against Orc, don't try and harass a base with Blademaster. You can creepjack, but harassing a base is pretty useless, since weak peons can hide in a burrow. However at level three a Blademaster harass can be useful. When using blademaster, you may creep a little more, but still keep in mind you should be hitting anytime late tier 1, or tier 2. With Blademaster Get Shadow Hunter Second, for wind walk/hex combination. You could also get Naga Sea Witch to slow the grunts down... killing a grunt gives you a lot of expierence and it is a 200 gold unit. Build order should be standard.

    Orc vs Night Elf
    Blademaster first hero- Blademaster versus Night elf is standard on pretty much every map. Blademaster at later levels can be a pest to a Night Elf base. If the opponent doesn't go Demon Hunter, you will hvae a good chance of winning. Remember Demon Hunter can sap your blademaster's mana, and without wind walk, blademaster is not nearly as effective. If the opponent goes huntresses, it should be an easy win. Tower up with 2-3 towers, and bye bye hunts. However standard Night Elf versus Orc, the Night elf goes archers. Now you may think Blademaster can over power archers, but if the opponent has good micro it can be tricky. Remember to buy a dust of appearence to make invisble units visible. Night elf can go two strats against you, bears dryads, and mass druids of the talons with archers. No matter what they get, make sure to get spirit walkers with upgrades, raiders, grunts. If they get druids of the talons, make some demolishers, and if they get bears, get a few kodos to eat them. Against Blademaster, the Night elf will probably go Demon Hunter first hero, and then Beastmaster or Naga Sea Witch Second Hero.

    I never suggest harassing a base right away when a hero comes out against any race, but it can be useful if you decide to go Batmaster. Batmaster is most effective against Night elf. Batmaster is when you have blademaster with boots of speed and staff of teleport, and when you mass bats, who eventully get liquid fire. If your opponent doesn't scout or make towers, you should win easily. Make sure to build war Mill early, after your first burrow, and then to tower soon there after. I would make a shop after the war mill, and make my second burrow after i choose to upgrade to tier 2. 3-5 towers would be sufficient. With the liquid fire upgrade, buildings that are attacked cannot be repaired. When you have a full group of 16, you should attack the main building right away. If there are towers, attack first with your blademaster as a tank(most effective when blademaster is level 3+, and then attack with the bats. At tier 3 the items your blademaster should have are: Town Portal, Staff of Teleportation, Boots of Speed, Healing Salve, Health pot, and then Orb of Lightning.

    Orc vs Undead
    Standard- This matchup is by far the most favorable towards orc. Undead have the strongest tier 1 units in fiends, but the weakest tier two units; abominations, wyrms, destroyers, all come with tier 3. Having said that, orc has a huge advantage tier two. Undead are split in how they play orc. Undead always goes DK first, but they can choose to go ghouls> fast tech, go fiends> fast tech. Either way, you have a good chance of winning. Most undeads go for destroyers becuase their magic damage, combined with their good hp, owns orc burrows(weak against magic damage), and most orc units. So against UD, you should do a normal build order, and blademaster/sh/tc, or fs/tc is fine. However be careful with feral spirits, and spirit link from spirit walkers, becasue if undead does get destroyers, they can eat those buffs up for more damage. In my strategy, I would suggest skipping spirit walkers and going double beasiery, and getting raiders as fast as possible. Raiders' ensnare can make sure the fiends cannot move or burrow. In any case, basically all UD go lich second, and some go frost armor on their fiends. If they do that just aim another fiend. Frost armor can be a killer beucase it slows the attacks of the attackers attacking that unit. In any case, by tier two, Undead will have obsidian statues, fiends death knight and lich. When you hit tier two you should harass their base and try to take down buildings with your raiders. Make sure to upgrade pillage from Stronghold. Some Undead also go banshees to reduce the attack probablility on your units. If they do that, you can go Mass Wyverns.



    Mass Wyverns- This strategy is pretty risky against good players, but against poor players it is an easy win. You may think Wind riders against fiends... don't fiends own wind riders, since piercing> light armor, and piercing< medium armor. Well that is true, but mass wyverns can focus fire easier, and micro easier. Also the Undead player cannot rely on auto-web, or else too few wvyerns will be webbed. Also the shadow hunter can hex fiends, so that is one less fiend that is able to cast web. When mass wyverns, aim at the fiends, not the death knight or lich. A smart Undead would bring ghouls and fiends to help kill webbed wvyerns faster with the ghouls. Going mass wyverns, it would make sense to go tier 3 for the poison upgrade. Also, if the Undead goes gargoyles, it is not a problem because a bat kills a gargoyle right away, and has radius explosion damage, which can kill a bunch of gargs very fast.

    Maps
    Echo Isles-
    This is probably the most common 1v1 map. The orc should probably go Blademaster on most occasions because it is such a small map. The only case would be orc vs orc, where you may want a better harass. The blademaster with a grunt can take down any greens easily, and also the expansion sight, the only danger is if you get creepjacked. There is a merchant shop so you can buy your hero items.

    [I will edit/update this guide when I get more of a chance]
    (Orc on Common Map Details., Other Orc Strats- Not standard., Skill breakdowns)
    :shocked:
    Last edited by Chauboy; 03-01-2008 at 12:36 AM.

  2. #2
    Chaos[Dreamer] is offline Mentor
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    prty good...my only critique is when u say 90&#37; of the time u will not to go t3 in solo...going t3 has major advantages especially if u utilize mastered witch docotors. Their stun/healing wards are IMBA hahaha notably when u do a hh/doc/demo strat which is popular.

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    Chauboy is offline Member
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    in solo? you shopuld never mass docs hh and demos....

    i should split team and solo up -.-

  4. #4
    YourName's Avatar
    YourName is offline THE ONE AND ONLY DARK KNIGHTY


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    Normally, going t3 ONLY if you have enough gold/wood left...
    And Grunts/Raider/SW with BM/SH is normally and the best tactic out there at the moment.
    Providing you with foolish stuff since 2007.

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    skully) is offline Member
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    well u cant say that its best strat it depends on map too.. on TR blademaster really sucks imo
    Love is so hard to find, so nice to have, but so easy to lose!

  6. #6
    YourName's Avatar
    YourName is offline THE ONE AND ONLY DARK KNIGHTY


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    Atm turtle rock sux for orc.. :/
    Providing you with foolish stuff since 2007.

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    skully) is offline Member
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    yes but its much easier to creep with fs :d anyway i would close this map with orc^^
    Love is so hard to find, so nice to have, but so easy to lose!

  8. #8
    Chauboy is offline Member
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    Quote Originally Posted by skully) View Post
    well u cant say that its best strat it depends on map too.. on TR blademaster really sucks imo

    What strat? My strats are generalized, and i never mentioned to use BM on turtle rock, i know orc sucks on turtle rock.

    The best strats do use grunts/raiders/spiritwalkers/ kodos and wind riders for solo though. There is almost no use for shaman, doctors. Troll Batriders should only be used for anti air, unless you are massing them against Night elf for the common batmaster strat.

    In solo, tier 3 is pretty useless? in tier 2 you should of already had sw and raiders and keep under 50 food, going to tier 3? for shaman tauren- no, for master spirit walkers and tauren- probably not, the biggest advantages of tier 3 is more the kodo beast dmg buff- this is for solo.
    Last edited by Chauboy; 02-28-2008 at 05:06 PM.

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    skully) is offline Member
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    i just criticized the comment of loveyou]
    Love is so hard to find, so nice to have, but so easy to lose!

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    Chauboy is offline Member
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    oh ok, sorry.

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