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ii. Units (3)
Warcraft III: Reforged

ii. Units (3)

Warcraft III: Reforged unit stats and costs including Archers, Huntresses, Ballistas, Dryads, Druids of the Claw, Hippogryphs, and Druids of the Talon.

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Warcraft III: Reforged unit stats and costs including Archers, Huntresses, Ballistas, Dryads, Druids of the Claw, Hippogryphs, and Druids of the Talon.

Archer

Damage: 19-22 (piercing; 500 range)

Armor: 0 (light)

Hit Points: 260

Food Cost: 2

Cost: 150 gold, 10 lumber

Applicable Upgrades: Strength of the moon (damage), Moon armor (armor), Improved bows (increases attack range by 200), Marksmanship (increases damage by 3).

The archer is a fairly cheap, basic ranged attack unit. Its range is excellent and damage is good, but the archer will die quickly with only 260 hit points. Keep your archers in the back at all times. When used properly, they can do some good damage.

Huntress

Damage: 15-17 (normal; 225 range)

Armor: 1 (medium)

Hit Points: 550

Food Cost: 3

Cost: 225 gold, 20 lumber

Applicable Upgrades: Strength of the moon (damage), Moon armor (armor), Sentinel (sends an owl to a tree to grant vision and detect invisibles), Moon glaive (allows attacks to strike two additional nearby enemies, up from one).

The huntress is another basic ranged class, with considerably more hit points and shorter range than the archer. Their damage is lower, but the glaive attack is nice for attacking additional nearby units. They are not really considered tanking material, though for earlier missions they might have to fill that role. Later on, you will have more tanking-appropriate units.

Ballista

Damage: 56-69 (siege; 1000 range)

Armor: 2 (medium)

Hit Points: 380

Food Cost: 4

Cost: 245 gold, 85 lumber

Applicable Upgrades: Strength of the moon (damage), Impaling bolt (allows the ballista to attack an additional target behind the primary one for less damage).

The ballista has lower than average base damage, but a slightly quicker attack speed and the ability to damage a second target. This makes it a nice siege unit to have. A few of these greatly assist in leveling a base.

Dryad

Damage: 16-18 (piercing; 500 range)

Armor: 0 (unarmored)

Hit Points: 435

Food Cost: 3

Cost: 170 gold, 60 lumber

Applicable Upgrades: Strength of the wild (damage), Reinforced hides (armor), Abolish magic (trains the dryad the abolish magic ability).

The dryad is more or less a hybrid between a caster and an attacker, and has only one castable ability: abolish magic. This ability dispels positive buffs from enemies and negative buffs from friendly units, and also deals 300 damage to summoned units. This has use for heroes if they are getting cut apart by spells. The dryad's slowing poison slows an enemy's attack by 50% and move speed by 25% for 5 seconds. Use a few of these in an attack group to slow your opponent down.

Druid of the Claw

Night Elf Form:

Damage: 19-22 (normal; melee)

Armor: 1 (medium)

Hit Points: 430

Bear Form:

Damage: 29-44 (normal; melee)

Armor: 3 (heavy)

Hit Points: 960

Food Cost: 4

Cost: 300 gold, 80 lumber

Applicable Upgrades: Strength of the wild (damage; BEAR FORM), Reinforced hides (armor; BEAR FORM), Adept training (Increases hit points by 75/150, mana by 100/200, mana regeneration rate, and teaches rejuvenation/bear form).

Druids of the claw are an excellent hybrid unit to have, and the best melee unit to use for holding the front line. Their bear form makes for a powerful melee unit with high hit points and attack power. The druid form has two excellent abilities: roar will increase nearby units' damage by 25% for 45 seconds, and rejuvenation heals for 400 over 12 seconds. Both are outstanding abilities to use, and coupled with bear form, makes druids of the claw one of the most versatile and fun units in the game.

Hippogryph

Damage: 32-38 (normal; melee)

Armor: 0 (medium)

Hit Points: 500

Food Cost: 2

Cost: 190 gold, 20 lumber

Applicable Upgrades: Strength of the wild (damage), Reinforced hides (armor).

The hippogryph in its standard form is an air-to-air attacker only. It has decent damage and a good attack speed, but whenever using hippogryphs, you will probably want archers so they can attack ground as well. If you are having trouble with air units, you can convert your druids of the talon temporarily to take care of it.

Hippogryph Rider

Damage: 19-22 (piercing; 650 range)

Armor: 0 (heavy)

Hit Points: 780

Food Cost: 4 (2 archer, 2 hippogryph)

Cost: 340 gold, 20 lumber (150 gold, 10 lumber for archer; 190 gold, 20 lumber for hippogryph)

Applicable Upgrades: Strength of the moon (damage), Moon armor (armor), Improved bows (increases range by 200), Marksmanship (increases damage by 3).

Hippogryph riders are a very nice flying unit. Their damage is a little lower, but attack speed is very nice, comparable to a defensive tower. With a good sum of hit points and very nice range for a flyer, they make a good, well-rounded use of an air unit. Chimaeras might be considered better when fighting ground, as they have the same food quantity and double attacks, but if running exclusively air, it's good to have a few of these to take care of enemy air units (chimaeras cannot attack air).

Druid of the Talon

Night Elf Form:

Damage: 11-13 (magic; 600 range)

Armor: 0 (unarmored)

Storm Crow Form:

Damage: 22-26 (piercing; 600 range)

Armor: 0 (light)

Hit Points: 300 (all forms)

Food Cost: 2

Cost: 160 gold, 20 lumber

Applicable Upgrades: Strength of the wild (damage; STORM CROW FORM), Reinforced hides (armor; STORM CROW FORM), Adept training (Increase hit points by 40/80, mana by 100/200, mana regeneration rate, and teaches cyclone/storm crow form).

The druid of the talon is another type of shapeshifter, but not nearly as handy as the druid of the claw. He has 2 abilities plus a shapeshift. Faerie fire is probably the most useful one there is, decreasing an enemy's armor by 4 and granting vision for 90 seconds.

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