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* WhenTreesAttack: Force of Nature animates an area of trees into Treants to attack enemies. Leveling up the ability causes it to create more Treants from a larger area of areas. Notably, if the player does not target enough trees, the max number of treants is not created.

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* WhenTreesAttack: Force of Nature animates an area of trees into Treants to attack enemies. Leveling up the ability causes it to create more Treants from a larger area of areas.trees. Notably, if the player does not target enough trees, the max number of treants is not created.



* NamesToRunAwayFromReallyFast: Nowhere near as exaggerated as the Demon Hunter, but her list of names seem to follow the Priestess of the Moon's naming conventions put through a DarkerAndEdgier filter.

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* NamesToRunAwayFromReallyFast: Nowhere near as exaggerated as the Demon Hunter, but her list of names seem seems to follow the Priestess of the Moon's naming conventions put through a DarkerAndEdgier filter.



* RecurringBoss: Blademasters are the most common enemy hero when facing hostile orcs. Throughout the story, [[GameplayAndStorySegregation despite their lore]], they tend to be the heroes most likely to be aligned with the Burning Legion.

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* RecurringBoss: Blademasters are the most common enemy hero when facing hostile orcs. Throughout the story, [[GameplayAndStorySegregation despite their lore]], they tend to be the heroes most likely to be aligned with the Burning Legion. The only hostile Blademaster that doesn't is the [[HeroAntagonist one that works for Thrall]] in the 3rd mission of the Night Elf campaign.



* RankScalesWithAsskicking: The chieftains lead their people, and are also the most fearsome of them in battle.

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* RankScalesWithAsskicking: The chieftains lead their people, people and are also the most fearsome of them in battle.



* WhatKindOfLamePowerIsHeartAnyway: The main reason the campaign Dreadlord Mal'Ganis is extremely weak in a gameplay standpoint is because he loses Vampiric Aura and Inferno and gains two abilities that are only useful for the first mission where he appears. Dark Conversion, which turns a villager into a zombie, and Soul Preservation, which sends a zombie to the "nether-realm" (removing it from the map). Soul Preservation is only used in "The Culling" for Mal'Ganis to reach the mission's GameOver objective. Otherwise he is just a weak hero with no ultimate and only 2 abilities that are useful for combat. ''Reforged'' restores Vampiric Aura and Inferno, making him as formidable as a normal Dreadlord.

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* WhatKindOfLamePowerIsHeartAnyway: The main reason the campaign Dreadlord Mal'Ganis is extremely weak in a gameplay standpoint is because he loses Vampiric Aura and Inferno and gains two abilities that are only useful for the first mission where he appears. Dark Conversion, which turns a villager into a zombie, and Soul Preservation, which sends a zombie to the "nether-realm" (removing it from the map). Soul Preservation is only used in "The Culling" for Mal'Ganis to reach the mission's GameOver objective. Otherwise Otherwise, he is just a weak hero with no ultimate and only 2 abilities that are useful for combat. ''Reforged'' restores Vampiric Aura and Inferno, making him as formidable as a normal Dreadlord.



** He also has very high strength growth, so his health pool and attack damage outstrips the other Undead heroes greatly when he reaches high levels. He also has very fast attack speed for a strength hero, 1.9 base cooldown, whereas almost all others have between 2 to 2.5. [[note]]Only the Dreadlord, who has poor strength growth and durability, has faster (1.8). The Goblin Alchemist has Chemical Rage to boost his attack speed, but his base attack time is still the very slow 2.5.[[/note]]

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** He also has very high strength growth, so his health pool and attack damage outstrips outstrip the other Undead heroes greatly when he reaches high levels. He also has very fast attack speed for a strength hero, 1.9 base cooldown, whereas almost all others have between 2 to 2.5. [[note]]Only the Dreadlord, who has poor strength growth and durability, has faster (1.8). The Goblin Alchemist has Chemical Rage to boost his attack speed, but his base attack time is still the very slow 2.5.[[/note]]



* MageMarksman: Mainly an archer, but supports her abilities with quite a bit of dark magic.

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* MageMarksman: Mainly She is mainly an archer, archer but supports her abilities with quite a bit of dark magic.



* CrutchCharacter: Pit Lords have the highest starting strength and health in the game. Their innate tankiness plus Rain of Fire also makes them the single best hero at soloing small early-game creep camps (minus spell immune mobs like Mud Golems or ones that can stun him out of Rain of Fire, like Kobold Tunnelers). A player can quickly start trying to get experience on him even before building combat units. If a Pit Lord player plays quickly, they can keep their Pit Lord ahead of the enemy heroes in experience, and maybe get a power spike from learning Doom. Later in the game, they start to fall into their MasterOfNone shortcomings as other heroes will outshine him, and the Doom Guard can be killed by dispels unlike all other ultimate summons.

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* CrutchCharacter: Pit Lords have the highest starting strength and health in the game. Their innate tankiness plus Rain of Fire also makes them among the single best hero heroes at soloing small early-game creep camps at level 1 (minus spell immune mobs like Mud Golems or ones that can stun him out of Rain of Fire, like Kobold Tunnelers). A player can quickly start trying to get experience on him even before building combat units. If a Pit Lord player plays quickly, they can keep their Pit Lord ahead of the enemy heroes in experience, and maybe get a power spike from learning Doom. Later in the game, they start to fall into their MasterOfNone shortcomings as other heroes will outshine him, and the Doom Guard can be killed by dispels unlike all other ultimate summons.



** Cluster Rockets and Pocket Factory only affect land units, so the Tinker has few offensive options against air unit heavy army compositions.

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** Cluster Rockets and Pocket Factory only affect land units, so the Tinker has few offensive options against air unit heavy air-heavy army compositions.



* DualModeUnit: The only hero version of this. Unlike all other heroes with transformations, the Tinker can easily shift between the normal form and the Robo-Goblin form.

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* DualModeUnit: The only true hero version of this. Unlike all other heroes with transformations, the Tinker can easily shift between the normal form and the Robo-Goblin form.



** Robo-Goblin is the only transformation spell for a hero that is on command instead of a temporary SuperMode. This makes the Tinker the only hero that is a DualModeUnit.

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** Robo-Goblin is the only transformation spell for a hero that is on command instead of a temporary SuperMode. This makes the Tinker the only hero that is a true DualModeUnit.


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* {{Nerf}}: Incinerate was originally fully passive. It was changed to cost mana instead, changing it an "arrow" type ability.
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* SimpleYetAwesome: Single hero strategies are not quite as flashy as using multiple heroes, but they'll level up faster on their own and thus reach their ultimate spell as quickly as possbile. For heroes that receive a major power spike from their ulitmate, this strategy can be the way to go.

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* AntiHoarding: Heroes can only carry 6 items. Multiple consumables (potions, scrolls) would take multiple item slots as well (while having a shared cooldown). ''Reforged'' allowed the items to stack in the campaigns but kept the feature for multi-player.

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* AntiHoarding: Heroes can only carry 6 items. Multiple consumables (potions, scrolls) would take up multiple item slots as well (while having a shared cooldown). ''Reforged'' allowed the items to stack in the campaigns but kept the feature for multi-player.multi-player for balance reasons.



** Disables and slows that affect mechanical units prevent Tinker from fully being a LightningBruiser in Robo-Goblin form. Notably, Frost Wyrms and Raiders (in decent numbers) counter the Goblin Tinker very hard. Undead Nerubian Towers and Upgraded Town Halls also have a slowing attack that pierces Robo-Goblin, which makes them the hardest race for Tinker to harass.

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** Disables and slows that affect mechanical units prevent Tinker from fully being a LightningBruiser in Robo-Goblin form. Notably, Frost Wyrms and Raiders (in decent numbers) counter the Goblin Tinker very hard. Undead Nerubian Towers and Upgraded Town Halls their Tier 2 and 3 Necropolis also have a slowing attack that pierces Robo-Goblin, which makes them the hardest race for Tinker to harass.



* DoubleEdgedBuff: Robo-Goblin granting mechanical status is mostly positive, as it prevents the Tinker from being targeted or damaged by most spells, especially the most dangerous hero killers like Frost Nova, Storm Bolt, or Entangling Roots. However, it also prevents the Tinker from receiving most buffs like Bloodlust, Roar, or Unholy Frenzy (though he can get Inner Fire). It also prevents him from being healed by spells, fountains, or Moon Wells, which means he has to transform back to get that healing and it limits his ability to tank damage.



** The organic Tinker plays like a spell casting version of a Blademaster, focusing heavily on HitAndRunTactics, instead of a SquishyWizard.

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** The organic Tinker plays like a spell casting version of a Blademaster, focusing heavily on HitAndRunTactics, instead of a ranged SquishyWizard.



** Robo-Goblin is the only transformation spell for a hero that is on command instead of a temporary SuperMode. This makes the Tinker the only hero that is a DualModeUnit.



* StoneWall: The Tinker in Robo-Goblin is this in regards to fighting units. As a frontline hero, Robo-Goblin no damage steroid besides Demolish, which only affects buildings (besides the small damage bonus from Engineering Upgrade).

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* StoneWall: The Tinker in Robo-Goblin is this in regards to fighting units. As a frontline hero, Robo-Goblin Tinker has no damage steroid besides Demolish, which only affects buildings (besides (not counting the small damage bonus from Engineering Upgrade).Upgrade) besides Demolish, which only affects buildings.



** Cluster Rockets also does very little damage compared to other AOE damage spells and is used more for disruption. The Tinker also cannot attack or move when using Cluster Rockets, which limits his ability to maximize damage output.

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** Cluster Rockets also does very little damage compared to other AOE damage spells and is used more for disruption. The Unlike all other stuns that heroes have, the Tinker also cannot attack or move when using Cluster Rockets, which limits his ability to maximize damage output.

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* AntiHoarding: Heroes can only carry 6 items. Until ''Reforged'', multiple consumables (potions, scrolls) would take multiple item slots as well (while having a shared cooldown).

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* AntiHoarding: Heroes can only carry 6 items. Until ''Reforged'', multiple Multiple consumables (potions, scrolls) would take multiple item slots as well (while having a shared cooldown).cooldown). ''Reforged'' allowed the items to stack in the campaigns but kept the feature for multi-player.



* AnchoredTeleportation: Mass Teleport requires one friendly unit or building to serve as an anchor for the Archmage and nearby units to teleport to.

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* AnchoredTeleportation: Mass Teleport requires one friendly ground unit or building to serve as an anchor for the Archmage and nearby units to teleport to.



* AchillesHeel: Disables and slows that affect mechanical units prevent Tinker from fully being a LightningBruiser in Robo-Goblin form. Notably, Frost Wyrms and Raiders (in decent numbers) counter the Goblin Tinker very hard.

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* AchillesHeel: AchillesHeel:
** Cluster Rockets and Pocket Factory only affect land units, so the Tinker has few offensive options against air unit heavy army compositions.
**
Disables and slows that affect mechanical units prevent Tinker from fully being a LightningBruiser in Robo-Goblin form. Notably, Frost Wyrms and Raiders (in decent numbers) counter the Goblin Tinker very hard. Undead Nerubian Towers and Upgraded Town Halls also have a slowing attack that pierces Robo-Goblin, which makes them the hardest race for Tinker to harass.



* AntiInfantry: Due to having two active spells that deal damage in an area, the Tinker can be very effective at killing a large number of weak enemies.



* DualModeUnit: The only hero version of this. Unlike all other heroes with transformations, the Tinker can easily shift between the normal form and the Robo-Goblin form.



* HerdHittingAttack: Both Cluster Rockets and the Clockwerk Goblin's Kaboom deal area of effect damage.



* MechanicallyUnusualClass: The Tinker is the only melee intelligence hero in the melee game. In Robo-Goblin form he plays a lot more like a very fast strength hero (or a Siege Engine). The Robo-Goblin form also makes him the only Mechanical hero in the game, making him immune to a number of spells (both beneficial and harmful) while allowing workers to restore his health by repairing him.
* MookMaker: The Pocket Factory spell creates a small structure that produces a slew of small clockwork goblins to attack opponents.

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* MagicKnight: Other than Demolish which allows Robo-Goblin to deal a lot of attack damage to buildings, Tinker's damage to non-building units is mostly done from his spells or summons instead of his attacks.
* MagikarpPower: The Tinker is highly dependent on levels to perform well. He wants multiple points in either Pocket Factory (more commonly) or Cluster Rockets (on occasion) and Engineering Upgrade in order for the spells to be truly dangerous. Maxed Engineering Upgrade increases the spawn rate of the Clockwerk Goblins by about 60% (from one every 5 seconds to 3) and area of the Cluster Rockets by 45% (from 200 to 290 AOE), as well as giving him the speed boost of Endurance or Unholy Aura. Robo-Goblin also makes him into TheJuggernaut and among the most durable and most dangerous AntiStructure heroes in the game.
* MechanicallyUnusualClass: The Tinker is the only melee intelligence hero in the melee game. game and has a few traits unique to him.
** The organic Tinker plays like a spell casting version of a Blademaster, focusing heavily on HitAndRunTactics, instead of a SquishyWizard.
**
In Robo-Goblin form he plays a lot more like a very fast strength hero (or a Siege Engine). hero. He stands in the front lines and soaks up damage and casts spells. Unlike many strength heroes he can run away when needed. He can also default to his organic form's playstyle, except with better building damage.
**
The Robo-Goblin form also makes him the only Mechanical hero in the game, making him immune to a number of spells (both beneficial and harmful) while allowing workers to restore his health by repairing him.
him.
* MookMaker: The Pocket Factory spell creates a small structure that produces a slew of small clockwork goblins to attack opponents. The rate starts at one every 5 seconds, but it does down to 4.5/3.5/3 as the player levels up Engineering Upgrade.



* PoweredArmor: The Tinker's ultimate ability turns them into a [[TankGoodness tank!]] More armor and damage, faster movement and immunity to a bunch of spells, makes this a unit that's tough to crack. And it does bonus damage to buildings.

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* PoweredArmor: The Tinker's ultimate ability turns them into a [[TankGoodness tank!]] More armor and damage, faster movement and immunity to a bunch of spells, makes works this way, transforming him from his pack on his back. The original version looked like a unit that's tough tank or a vehicle, while ''Reforged'' despite still having tank-like treads, it looks much more like a mecha, having arms and a more visible pilot seat.
* StoneWall: The Tinker in Robo-Goblin is this in regards
to crack. And it fighting units. As a frontline hero, Robo-Goblin no damage steroid besides Demolish, which only affects buildings (besides the small damage bonus from Engineering Upgrade).
** The transformation adds strength, armor, and the mechanical status. All of these benefits are defensive in nature, especially since the Tinker is an intelligence hero and
does not get bonus damage from strength.
** Cluster Rockets also does very little damage compared
to buildings.
other AOE damage spells and is used more for disruption. The Tinker also cannot attack or move when using Cluster Rockets, which limits his ability to maximize damage output.
** Additionally, due to his high speed, if the Tinker in Robo-Goblin isn't near the enemy base and attacking their buildings, he is more likely to be running around and forcing the enemies to chase him while spamming his spells instead of engaging directly in melee combat with them.
* TankGoodness: The Robo-Goblin form heavily resembles as tank, though instead of a cannon it has a [[HumongousHeadedHammer giant hammer]] as its main weapon instead.



* IncreasinglyLethalEnemy: Firelords' abilities make them very dangerous in a sustained fight. Incinerate gives him a stacking damage bonus, Lava Spawn can split, and Soul Burn can shut down non-Heroic casters for a very long time.

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* IncreasinglyLethalEnemy: Firelords' abilities make them Firelords are very dangerous in a sustained fight. Incinerate gives him a stacking damage bonus, bonus and Lava Spawn can split, and Soul Burn can shut down non-Heroic casters for split once they attack a very long time.certain number of times.

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Cleanup the Lightning Bruiser entry, Incorrect Trope, Added example


* LightningBruiser: Usually, Demon Hunters lean towards FragileSpeedster, but Metamorphosis gives them 500 more health (making them as durable as strength heroes), a ranged attack, and does not reduce their speed at all.

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* LightningBruiser: Usually, Demon Hunters lean towards FragileSpeedster, FragileSpeedster more than this trope by default due to his relatively low health pool, but Metamorphosis gives them [[SuperMode Metamorphosis]] adds 500 more health (making and significant health regeneration. This makes them as more durable as than most strength heroes), a ranged attack, and does not reduce their speed at all.heroes, especially if combined with points in his Evasion passive. The transformation comes with no penalty to speed, so he is still just as fast as before.



* NamesToRunAwayFromReallyFast: All of the Demon Hunter names are over-the-top in how dark and edgy they sound.

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* NamesToRunAwayFromReallyFast: All of the Demon Hunter names are over-the-top in how dark and edgy they sound.sound, though some of the names sound more threatening than others.



* NamesToRunAwayReallyFast: Nowhere near as exaggerated as the Demon Hunter, but her list of names seem to follow the Priestess of the Moon's naming conventions put through a DarkerAndEdgier filter.

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* NamesToRunAwayReallyFast: NamesToRunAwayFromReallyFast: Nowhere near as exaggerated as the Demon Hunter, but her list of names seem to follow the Priestess of the Moon's naming conventions put through a DarkerAndEdgier filter.


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* RedemptionDemotion: The campaigns mostly avoid doing this with heroes that join you after you fight them, like for example Varimathras is level 5 on the mission where he's the enemy and starts level 5 when he joins Sylvanas. On Normal mode, the Dark Knight is the same; being level 8 as both an enemy and ally. The trope does apply on Hard mode, where Garithos will be buffed to level 10 as an enemy and start reverted to level 8 as a playable character.

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1. In Wc 3, Hex transforms the target into a random critter that matches the tileset, not a frog (that's from Wo W) 2. Other wards aren't immune to magic.


* {{Nerf}}: Mana Burn's damage has been considerably reduced after being patched.

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* {{Nerf}}: Mana Burn's damage has been considerably reduced after being patched.patched, though it was given a lower mana cost and cooldown to compensate.



* NamesToRunAwayReallyFast: Nowhere near as exaggerated as the Demon Hunter, but her list of names seem to follow the Priestess of the Moon's naming conventions put through a DarkerAndEdgier filter.



* WizardBeard: They have a thick, white, moustache-less beard, to drive the point that they're the Horde's counterpart to the Archmage.



Among trolls, those skilled in voodoo magic and battle become the revered leaders of their tribes; these leaders are called Shadow Hunters. Wielding a variety of magics, Shadow Hunters can heal and sustain their allies, curse their foes, and commune with the spirits to bargain for power or plead for aid in the interest of carving out a future for the trolls. They can heal multiple allies at once with Healing Wave, summon a fire-spitting snake totem with Serpent Ward, and turn enemies into frogs with Hex. Their ultimate ability, Big Bad Voodoo, allows the Shadow Hunter to turn all nearby friendly units (but not himself) invulnerable for up to 30 seconds.

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Among trolls, those skilled in voodoo magic and battle become the revered leaders of their tribes; these leaders are called Shadow Hunters. Wielding a variety of magics, Shadow Hunters can heal and sustain their allies, curse their foes, and commune with the spirits to bargain for power or plead for aid in the interest of carving out a future for the trolls. They can heal multiple allies at once with Healing Wave, summon a fire-spitting snake totem with Serpent Ward, and turn enemies into frogs random animals with Hex. Their ultimate ability, Big Bad Voodoo, allows the Shadow Hunter to turn all nearby friendly units (but not himself) invulnerable for up to 30 seconds.



* ForcedTransformation: Hex turns enemies into frogs. Note that unlike the Sorceress's Polymorph, Hex ''does'' work on other heroes (albeit with reduced duration).

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* ForcedTransformation: Hex turns enemies into frogs.random critters (which are determined by the map tileset). Note that unlike the Sorceress's Polymorph, Hex ''does'' work on other heroes (albeit with reduced duration).



* NoSell: Serpent Wards are immune to magic like other wards, but unlike most summoned units. This means they are immune to dispels and spellcasters trying to attack them and they are instead weak to long ranged siege weaponry which can knock them out in 1-2 shots.

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* NoSell: Unlike most summoned units Serpent Wards are immune to magic like other wards, but unlike most summoned units.magic. This means they are immune to dispels and spellcasters trying to attack them and they are instead weak to long ranged siege weaponry which can knock them out in 1-2 shots.



** Though most of them would (even the Dark Ranger if she is free Undead), several of the heroes would not believably be mercenaries. Many of them are fanatical lieutenants to AlwaysChaoticEvil factions and [[WorthlessYellowRocks won't be fighting for other factions just for gold]]. Naga Sea Witches basically all work for Azshara or Illidan. Pit Lords work for the Burning Legion. Firelords are elementals with the [[OmnicidalManiac motivation to destroy all life]], possibly working for the Old Gods. As such, hiring those 3 from the tavern is just an excuse for the player to be able to access the heroes.

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** Though most of them would (even the Dark Ranger if she is free Undead), several of the heroes would not believably be mercenaries. Many of them are fanatical lieutenants to AlwaysChaoticEvil factions and [[WorthlessYellowRocks won't be fighting for other factions just for gold]]. gold]], while others would never work for a specific faction, as such, hiring them from the tavern is just an excuse for the player to be able to access them:
***
Naga Sea Witches basically all work for Azshara or Illidan. Even if they agreed to do mercenary work, no amount of gold would convince them to fight for the Night Elves.
***
Pit Lords only work for the Burning Legion. Legion.
***
Firelords are elementals with the [[OmnicidalManiac motivation to destroy all life]], possibly working for the Old Gods. As such, hiring those 3 from Gods.
*** While it's believable that a Beastmaster would work for Horde (they're half-orcs, and in fact one of them became
the tavern is just an excuse Horde's champion) or even the Night Elves (due their strong link to nature and wildlife), it's very unlikely that they'd agree to work for the player to be able to access Alliance or ''especially'' the heroes.Scourge.
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General clarification on work content


* AchillesHeel: Evasion makes a Demon Hunter surprisingly resilient, but disables and chain nukes can give them a difficult time. [[ArmoredButFrail Chain nukes can be particularly bad as they ignore Evasion]], while movement impairing effects will hamper their ability to close the distance when Metamorphosis is unavailable. A Blood Mage that is accompanied by a Mountain King with Storm Bolt can inflict two disables in quick succession and amplify nuke damage by a staggering 66%. Finally, their Metamorphosis does not grant them Spell Immunity, unlike the Mountain King's Avatar, so snares, stuns and nukes can still ruin their day. They can potentially work around it with the Ancient of Wonder's Anti-Magic potions, but that can be dispelled.

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* AchillesHeel: Evasion makes a Demon Hunter surprisingly resilient, but disables and chain nukes can give them a difficult time. [[ArmoredButFrail Chain nukes can be particularly bad as they ignore Evasion]], while movement impairing effects will hamper their ability to close the distance when Metamorphosis is unavailable. A Blood Mage that is accompanied by with Banish and a Mountain King with Storm Bolt can inflict two disables in quick succession and amplify nuke damage by a staggering 66%. Finally, their Metamorphosis does not grant them Spell Immunity, unlike the Mountain King's Avatar, so snares, stuns and nukes can still ruin their day. They can potentially work around it with the Ancient of Wonder's Anti-Magic potions, but that can be dispelled.
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Updating to be consistent with new formatting.


* AchillesHeel: Evasion makes a Demon Hunter surprisingly resilient, but disables and chain nukes can give them a difficult time. [[ArmoredButFrail Chain nukes can be particularly bad as they ignore Evasion]], while movement impairing effects will hamper their ability to close the distance when Metamorphosis is unavailable. A Blood Mage that is accompanied by a Mountain King with Storm Bolt can inflict all three ailments and amplify nuke damage by a staggering 66%. Finally, their Metamorphosis does not grant them Spell Immunity, unlike the Mountain King's Avatar, so snares, stuns and nukes can still ruin their day. They can potentially work around it with the Ancient of Wonder's Anti-Magic potions, but that can be dispelled.

to:

* AchillesHeel: Evasion makes a Demon Hunter surprisingly resilient, but disables and chain nukes can give them a difficult time. [[ArmoredButFrail Chain nukes can be particularly bad as they ignore Evasion]], while movement impairing effects will hamper their ability to close the distance when Metamorphosis is unavailable. A Blood Mage that is accompanied by a Mountain King with Storm Bolt can inflict all three ailments two disables in quick succession and amplify nuke damage by a staggering 66%. Finally, their Metamorphosis does not grant them Spell Immunity, unlike the Mountain King's Avatar, so snares, stuns and nukes can still ruin their day. They can potentially work around it with the Ancient of Wonder's Anti-Magic potions, but that can be dispelled.

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* CloseRangedCombatant: If he hasn't transformed using Metamorphosis, the Demon Hunter can only attack in melee range, Immolation only damages enemies that are close to him, and Mana Burn has a low cast range of 300, which is about half of a standard ranged unit's attack range.

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* CloseRangedCombatant: CloseRangeCombatant: If he hasn't transformed using Metamorphosis, the Demon Hunter can only attack in melee range, Immolation only damages enemies that are close to him, and Mana Burn has a low cast range of 300, which is about half of a standard ranged unit's attack range.



* LightningBruiser: Usually, Demon Hunters lean towards FragileSpeedster, but Metamorphosis gives them 500 more health (making them as durable as strength heroes), a ranged attack, and does not reduce their speed at all.



* CripplingOverspecialization: The most common problem players have with the Crypt Lord is that he offers very little to an army besides a tank and his Beetles to be additional meat shields. He is extremely durable and can potentially disrupt fights with Impale, but he is also slow moving, does not deal a lot of damage without his ultimate, and unlike most [[MagikarpPower late game powerhouse]] heroes, he doesn't actually have an army destroying or hero killing skill (Storm Bolt, Critical Strike, Cleaving Attack, and Metamorphosis's splash are all examples). While exceptional at dueling enemy heroes and outlasting them, enemies will likely just try to kill more fragile heroes and units first when facing a Crypt Lord.

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* CripplingOverspecialization: The most common problem players have with the Crypt Lord is that he offers very little to an army besides being a tank and his Beetles to be additional meat shields. He is extremely durable and can potentially disrupt fights with Impale, but he is also slow moving, does not deal a lot of damage without his ultimate, and unlike most [[MagikarpPower late game powerhouse]] heroes, he doesn't actually have an army destroying or hero killing skill (Storm Bolt, Critical Strike, Cleaving Attack, and Metamorphosis's splash are all examples). examples), nor does he carry a powerful aura (such as Endurance Aura or Devotion Aura) like other defensive tank heroes. While exceptional at dueling enemy heroes and outlasting them, enemies will likely just try to kill more fragile heroes and units first when facing a Crypt Lord.Lord and just try to kill him last.



* LightningBruiser: In Robo-Goblin form, he becomes extremely tough to kill while being the same speed as before.

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* LightningBruiser: In Robo-Goblin form, he becomes extremely tough to kill with the bonus strength, armor, and mechanical status, while being the same speed as before.

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Cleaning up this Achilles Heel entry (Mana isn't relevant to the main Demon Hunter weaknesses of magic damage and disables). Also all heroes have built in Resistant Skin, they don't need to have it added to themselves.


* AchillesHeel: Evasion makes a Demon Hunter surprisingly resilient, but snares, stuns and chain nukes can give them a difficult time. Chain nukes can be particularly bad as they ignore Evasion, while movement impairing effects will hamper their ability to close the distance when Metamorphosis is unavailable. A Bloodmage who knows Banish and Siphon Mana, and is accompanied by a Mountain King with Storm Bolt can inflict all three ailments and amplify nuke damage by a staggering 66% while depriving the Demon Hunter of mana. Finally, their Metamorphosis does not grant them Spell Immunity or Resistant Skin, unlike the Mountain King's Avatar, so snares, stuns and nukes can still ruin their day.

to:

* AchillesHeel: Evasion makes a Demon Hunter surprisingly resilient, but snares, stuns disables and chain nukes can give them a difficult time. [[ArmoredButFrail Chain nukes can be particularly bad as they ignore Evasion, Evasion]], while movement impairing effects will hamper their ability to close the distance when Metamorphosis is unavailable. A Bloodmage who knows Banish and Siphon Mana, and Blood Mage that is accompanied by a Mountain King with Storm Bolt can inflict all three ailments and amplify nuke damage by a staggering 66% while depriving the Demon Hunter of mana. 66%. Finally, their Metamorphosis does not grant them Spell Immunity or Resistant Skin, Immunity, unlike the Mountain King's Avatar, so snares, stuns and nukes can still ruin their day.day. They can potentially work around it with the Ancient of Wonder's Anti-Magic potions, but that can be dispelled.



* CloseRangedCombatant: If he hasn't transformed using Metamorphosis, the Demon Hunter can only attack in melee range, Immolation only damages enemies that are close to him, and Mana Burn has a low cast range of 300, which is about half of a standard ranged unit's attack range.



* FragileSpeedster: Zig-zagged; they have fast movement speed and low health, but their Evasion ability and high armor actually makes them decent tanks... as long as they don't get focused down by spells from enemy heroes, a major concern against Undead whose heroes can all spec instant damage nukes.

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* FragileSpeedster: Zig-zagged; they have fast movement speed and low health, but their Evasion ability and high armor actually makes them decent tanks... as long as they don't get focused down by spells from enemy heroes, a major concern against Undead whose heroes can all spec instant damage nukes.nukes or Human players that go for Mountain King.



* CloseRangeCombatant: Not just because he's melee, but because War Stomp only applies the damage and stun to enemy land units near him, and Shockwave's slow projective makes it not as effective at range as most AOE nukes. This weakness is alleviated a bit by the movement speed from Endurance Aura.

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* CloseRangeCombatant: Not The Chieftain is this not just because he's melee, but because War Stomp only applies the damage and stun to enemy land units near him, and Shockwave's slow projective makes it not as effective at range as most AOE nukes. This weakness is alleviated a bit by the movement speed from Endurance Aura.


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* CripplingOverspecialization: The most common problem players have with the Crypt Lord is that he offers very little to an army besides a tank and his Beetles to be additional meat shields. He is extremely durable and can potentially disrupt fights with Impale, but he is also slow moving, does not deal a lot of damage without his ultimate, and unlike most [[MagikarpPower late game powerhouse]] heroes, he doesn't actually have an army destroying or hero killing skill (Storm Bolt, Critical Strike, Cleaving Attack, and Metamorphosis's splash are all examples). While exceptional at dueling enemy heroes and outlasting them, enemies will likely just try to kill more fragile heroes and units first when facing a Crypt Lord.
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* AchillesHeel: Evasion makes a Demon Hunter surprisingly resilient, but snares, stuns and chain nukes can give them a difficult time. Chain nukes can be particularly bad as they ignore Evasion, while movement impairing effects will hamper their ability to close the distance when Metamorphosis is unavailable. A Bloodmage who knows Banish and Siphon Mana, and is accompanied by a Mountain King with Storm Bolt can inflict all three ailments and amplify nuke damage by a staggering 66% while depriving the Demon Hunter of mana. Finally, their Metamorphosis does not grant them spell immunity or resistant skin, unlike the Mountain King's Avatar, so snares, stuns and nukes can still ruin their day.

to:

* AchillesHeel: Evasion makes a Demon Hunter surprisingly resilient, but snares, stuns and chain nukes can give them a difficult time. Chain nukes can be particularly bad as they ignore Evasion, while movement impairing effects will hamper their ability to close the distance when Metamorphosis is unavailable. A Bloodmage who knows Banish and Siphon Mana, and is accompanied by a Mountain King with Storm Bolt can inflict all three ailments and amplify nuke damage by a staggering 66% while depriving the Demon Hunter of mana. Finally, their Metamorphosis does not grant them spell immunity Spell Immunity or resistant skin, Resistant Skin, unlike the Mountain King's Avatar, so snares, stuns and nukes can still ruin their day.

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