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Orc Units

HP: 280
Armor: 0
Damage: 7-8
Harvest: 1-1
Speed: Slow
Range: Melee

Peon
The peon performs all the work necessary to support the Horde. Constructing buildings and harvesting resources are among the peon's primary responsibilities. As a peon can barely defend himself with his meager axe or pick, he must be protected by stronger units. In a pinch, Peons can run into Orc Burrows to bunker themselves and defend their town. If Pillage is learned, Peons can also gain gold by attacking enemy buildings.
70 1

Abilities:

Repair - Repairs buildings and Mechanical units.[autocast]
Gather - Harvest Gold and Lumber. Peons harvest 10 Gold/Lumber per trip at No Upkeep.
Build Structure - Construct Orc Buildings. Upgrading your Great Hall allows for construction of more structures.

Upgrades:

Pillage - Allows the Peon to receive bonus gold when attacking enemy buildings.
150 50

HP: 780
Armor: 1
Damage: 18-21
Speed: Average
Range: Melee

Grunt
Grunts are the basic infantry unit for orcs. The Grunts represent the bulk of the Orcish army, and will rush into battle to bring honor to the Horde. Being the strongest basic unit of any race, Grunts can pack a serious punch and keep on coming. However, the downside is their increased gold cost, supply cost, and build time. If Pillage is learned, Grunts can gain gold by attacking enemy buildings.
225 3

Upgrades:

Pillage - Allows the Grunt to receive bonus gold when attacking enemy buildings.
150 50

Steel Melee Weapons - Increases the Grunt's attack damage to 19-25.
150 50
Thorium Melee Weapons - Increases the Grunt's attack damage to 20-29.
200 75
Arcanite Melee Weapons - Increases the Grunt's attack damage to 21-33.
250 100

Steel Armor - Increases the Grunt's armor to 3.
200 50
Thorium Armor - Increases the Grunt's armor to 5.
250 75
Arcanite Armor - Increases the Grunt's armor to 7.
300 100

HP: 390
Armor: 0
Damage: 15-17
Speed: Average
Range: 50

Troll Headhunter
Unlike their distant cousins that abandoned the Horde, the Island Trolls have decided to join their ranks. The Troll Headhunter is a master with spears, and proves to be an effective ranged unit. Headhunters excell at hunting, and when they learn Tracking, they can improve their vision at night.
160 20 2

Upgrades:

Troll Regeneration - Increases the HP regeneration rate of the Troll Headhunter.
150 100

Steel Ranged Weapons - Increases the Troll Headhunter's attack damage to 16-20.
50 100
Thorium Ranged Weapons - Increases the Troll Headhunter's attack damage to 17-23.
100 175
Arcanite Ranged Weapons - Increases the Troll Headhunter's attack damage to 18-26.
150 250

Steel Armor - Increases the Troll Headhunter's armor to 2.
200 50
Thorium Armor - Increases the Troll Headhunter's armor to 4.
250 75
Arcanite Armor - Increases the Troll Headhunter's armor to 6.
300 100

[Mechanical]

HP: 390
Armor: 2
Damage: 126-145
Speed: Slow
Range: 90

Catapult
Catapults have long been a favored siege weapon of the Horde. Admired for their destructive power and effectiveness against structures, they are often used in raids on enemy outposts. Catapults also have the added ability to destroy trees, clearing the path for the Orcs to advance.
340 70 4

Attacks:

Attack (Catapult Rocks) - Main attack of the Catapult. Trees can be destroyed with it if targeted.
Target Ground - Attack a specific location on the ground repeatedly.

Upgrades:

Steel Ranged Weapons - Increases the Catapult's attack damage to 127-165.
50 100
Thorium Ranged Weapons - Increases the Catapult's attack damage to 128-185.
100 175
Arcanite Ranged Weapons - Increases the Catapult's attack damage to 129-205.
150 250

Steel Armor - Increases the Catapult's armor to 4.
200 50
Thorium Armor - Increases the Catapult's armor to 6.
250 75
Arcanite Armor - Increases the Catapult's armor to 8.
300 100

HP/MP: 260/200
Armor: 0
Damage: 15-17
Speed: Average
Range: 60

Shaman
The Shaman dates back to the roots of the Horde, before they became a bloodthirsty race influenced by the Burning Legion. He uses his strong connection with the spirits of nature to help the Horde as one of their primary offensive spell casters. Calling apon these spirits, he can can call great magic based on the elements.
270 2

Spells:

Purge - Removes all spell buffs from a target, and slows them for a short time.[autocast]
50
Lightning Shield - Creates three balls of lightning to encircle the target. Any units touching the shielded unit will receive damage.
100
Bloodlust - Boosts the attack speed of targeted units by 25%.[autocast]
50

Upgrades:

Shaman Adept Training - Increases the Shaman's HP to 335, damage to 16-20, MP to 300 and his mana regeneration. Also teaches him Lightning Shield.
200
Shaman Master Training - Increases the Shaman's HP to 410, damage to 17-23, MP to 400 and his mana regeneration. Also teaches him Bloodlust.
300 100

HP/MP: 240/200
Armor: 0
Damage: 12-14
Speed: Average
Range: 60

Witch Doctor
Skilled in the tribal magics of the Island Trolls, the Witch Doctor creates wards and traps to aid the Horde in battle. With herbs and other ancient ingredients, he imbues these wards and traps with magic spells, causing various effects.
250 2

Spells:

Sentry Ward - Creates an invisible ward which reveals a large sight radius around itself and detects invisible units. The ward is active for a long time, and may be destroyed or dispelled if detected.
100
Stasis Trap - Creates an invisible trap for a medium amount of time. When an enemy unit comes close to the trap, all units in the vacinity (including friendly units) will be temporarily stunned. May be destroyed or dispelled if detected.
100
Healing Ward - Creates a ward that will heal all nearby friendly units over a brief period of time.
250

Upgrades:

Troll Regeneration - Increases the HP regeneration rate of the Troll Witch Doctor.
150 100
Witch Doctor Adept Training - Increases the Witch Doctor's HP to 315, damage to 13-17, MP to 300 and his mana regeneration. Also teaches him Stasis Trap.
200
Witch Doctor Master Training - Increases the Witch Doctor's HP to 390, damage to 14-20, MP to 400, and his mana regeneration. Also teaches him Healing Ward.
300 100

HP: 670
Armor: 0
Damage: 19-22
Speed: Fast
Range: Melee

Raider
The Raiders serve the Horde once again in battle. Using the Shamanistic teachings gained from the Frost Wolf Clan, the Dark Wolves are trained to accept riders. These fierce warriors wield large blades which slice through wood and steel with the greatest of ease, making them great for sieging bases as well as damaging enemies. They also wield Weighted Nets which can trap ground and air units alike, keeping them immobile (and allowing melee attackers to target aerial foes).
280 30 4

Abilities:

Ensnare - Throws a net on a foe, immobilizing them. The ability also grounds air units, allowing them to be attacked by melee units.

Upgrades:

Pillage - Allows the Raider to receive bonus gold when attacking enemy buildings.
400 150

Steel Melee Weapons - Increases the Raider's attack damage to 20-26.
150 50
Thorium Melee Weapons - Increases the Raider's attack damage to 21-30.
200 75
Arcanite Melee Weapons - Increases the Raider's attack damage to 22-34.
250 100

Steel Armor - Increases the Raider's armor to 2.
200 50
Thorium Armor - Increases the Raider's armor to 4.
250 75
Arcanite Armor - Increases the Raider's armor to 6.
300 100

HP: 790
Armor: 1
Damage: 16-20
Speed: Slow
Range: 50

Kodo Beast
The vicious Kodo Beasts serve as a representation of the glory of the Horde. Gathered from the lands of Azeroth, they are trained to accept riders and head into battle. These beasts will devour anything, whether it be flesh or armor, and serve as the perfect weapon for the Horde. Their rider pounds upon wardrums, exciting and boosting the Orcish warriors in battle. They may also toss Axes at opponents to defend themselves, although they are not primarily used for their attack.
300 60 4

Auras:

Wardrums - Boosts the attack damage of all units around the Kodo Beast by +2, except for Peons and Witch Doctors (+1), Taurens, the Tauren Chieftain, and the Blademaster (+3), Wyvern Riders (+4) and Catapults (+14).

Abilities:

Devour - Only attack of the Kodo Beast. The beast will eat an enemy unit whole, slowly decreasing his HP. If the Kodo Beast is killed before the unit is fully digested, he may be saved with his remaining life.

Upgrades:

Upgrade Wardrums - Increases attack damage bonus of units around the Kodo Beast to +4, except for Peons (+2), Headhunters, Witch Doctors, and Shamen (+3), the Tauren Chieftain and the Blademaster (+6), Taurens (+7), Wyvern Riders (+8) and Catapults (+27).
250 100

HP: 530
Armor: 0
Damage: 34-41
Speed: Fast
Range: 65

Wyvern
Offspring of the mighty Gryphons and Dragons, these beasts migrated from Kalimdor in an effort to save their lands from the Burning Legion. Agreeing with the new beliefs of Honor among the Orcs, they have sworn their aid to the Horde in battle. These beasts prove formitable foes from above, serving as mounts for their riders who rain down spears from above. With an upgrade from the Beastiary, these spears can be coated in poison to produce lasting damage on the enemy.
325 30 4

Upgrades:

Envenomed Spears - Poisons the tips of the Wyvern Rider's spears, causing continuous poison damage on the targeted unit.
200 150

Steel Ranged Weapons - Increases the Wyvern's attack damage to 35-49.
50 100
Thorium Ranged Wapons - Increases the Wyvern's attack damage to 36-57.
100 175
Arcanite Ranged Weapons - Increases the Wyvern's attack damage to 37-65.
150 250

Steel Armor - Increases the Wyvern's armor to 2.
200 50
Thorium Armor - Increases the Wyvern's armor to 4.
250 75
Arcanite Armor - Increases the Wyvern's armor to 6.
300 100

HP: 1000
Armor: 4
Damage: 31-37
Speed: Average
Range: Melee

Tauren
This noble and honorable race of Minotaurs have joined the Horde in battle, hoping to save their homeland of Kalimdor and fight their mortal enemies, the Centaurs. Taurens carry an Ancient Rune Totem into battle, a symbol of their tribe. This serves as a battering weapon, striking foes with deadly power. When Pulverize is researched, these totems can ocassionally be pounded on the ground, emitting a shockwave which causes double damage.
340 80 6

Upgrades:

Pulverize - Gives the Tauren a chance to deal double damage while attacking.
200 200

Steel Melee Weapons - Increases the Tauren's attack damage to 32-44.
150 50
Thorium Melee Weapons - Increases the Tauren's attack damage to 33-51.
200 75
Arcanite Melee Weapons - Increases the Tauren's attack damage to 34-58.
250 100

Steel Armor - Increases the Tauren's armor to 6.
200 50
Thorium Armor - Increases the Tauren's armor to 8.
250 75
Arcanite Armor - Increases the Tauren's armor to 10.
300 100

[Summoned]

HP: 400
Armor: 0
Damage: 12-13
Speed: Fast
Range: Melee

Spirit Wolf
Calling on the Spirit of the Wilds, the Farseer can summon forth the most primal instincts in an Orc, transforming him into a Spirit Wolf. These vicious beasts grant the Orc both strength and speed, and prove to be fierce in battle. Units transformed into a Spirit Wolf will loose all of their original stats and remain in their new form for 60 seconds.
100

Spell Levels:

(Level 1) - Spirit Wolf summoned with 500 HP and 12-13 damage.

(Level 2) - Spirit Wolf summoned with 700 HP and 22-23 damage.

(Level 3) - Spirit Wolf summoned with 900 HP and 32-33 damage.

©Copyright 2003 Jon Leclerc