HUMAN ORC NIGHT ELF UNDEAD
DEMON HUNTER KEEPER OF THE GROVE PRIESTESS OF THE MOON
Demon Hunter Keeper of the Grove Priestess of the Moon

Attack Type: Normal/Chaos when Metamorphosized
Armor Type: Hero
CANNOT ATTACK AIR (UNLESS METAMORPHOSIZED?)
Hotkey: L
Favorite Quotes: (NOTE: He will say the same things as normal when Metamorphosized but with his new voice, sometimes it's even funnier this way.)
"Demon blood is thicker than....regular..blood."
"You will perish in flames! *cough* *ahem* Um, sorry."
"Darkness called. But I was on the phone, so I missed him. I tried to Star 69 Darkness, but his machine picked up. I yelled 'Pick up the phone, Darkness!' But He ignored me. Darkness must have been screening his calls."

Abilities:

Mana Burn: The boon of all who fight the Demon Hunter, this handy little ability will fairly well kill any Hero (and other spellcasters) you so desire. It will do up to 300 damage (at the highest level) to the Hero, as well as knocking out that much mana. It's common to see a Hero fighting a Demon Hunter die with little or no mana left. Mana Burn cannot do more damage than the amount of mana left, so if the hero uses all his mana before the Demon Hunter can Mana Burn him, there will be less damage dealt. Practical uses of Mana Burn: Rendering Heros useless. (They can still use items so beware).
50 mana / Cool down speed : Extremely fast
Level 1 : drains 100 mana
Level 2 : drains 150 mana
Level 3 : drains 200 mana
Hotkey: B

Immolation: This will basically put an 'aura' of sorts, with very small range (Melee only) that will damage only enemy units. This skill will constantly drain mana until deactivated (making it the Demon Hunter's own counter to Mana Burn) and requires a certain amount more to 'turn it on'. This skill is best for dishing out damage when your Hero goes into the front lines.
50 mana to activate / Cool down speed : N/A
Level 1 : deals 10 damage / second
Level 2 : deals 15 damage / second
Level 3 : deals 20 damage / second
Hotkey: L or I?

Evasion (Passive): Evade attacks. Higher levels increases the chance of evading (which will result in NO damage, not just reduced). A little 'miss' sign will float up (similar to Critical Strike, this is like a Critical Miss of sorts) so your opponent will know when he's not being effective. Practical uses of Evasion: Since the Demon Hunter, at least early on, will be the only one in the VERY front lines (Huntresses are short ranged, not melee) he will be the one 'tanking' the most. This will help with that.
Passive
Level 1 : 10% chance to dodge attacks
Level 2 : 20% chance to dodge attacks
Level 3 : 30% chance to dodge attacks
Hotkey: E or V?

Metamorphosis (Ultimate): Similar to the MK's Avatar, this basically makes your Demon Hunter super powerful. One benefit of this ability is he will now do equal (and splash) damage to all types of armor, enabling him to kill buildings faster when he's this way instead of normal. Practical uses of Metamorphosis: Kick some butt. I suppose you could use it to flee, but you're already toughened up, so get killin'. This will also convert him from complete melee attacks to long distance attacks.
300 to activate / cool down time : extremely long
Hotkey: M

Practical uses of the Demon Hunter: To hunt demons? Heh. This guy is cool looking (I love watching him close up in replays, I think an acrobatic nerd was the base-model for some of the animations). I personally use the other two for their Auras, but this guy is just as useful, and a very hard to kill useful at that. Mana Burn is just sweet, according to standard Demon Hunter users. Since I'm usually on the receiving end, I'm inclined to disagree, heh. This guy rocks. For some Night Elf players, this is the only unit on the front line (until he morphs, that is). He usually won't do as well without Huntresses or other close-up units, since he'll be all alone and easy to target. The Demon Hunter is a huge part of the "Demon Huntress" rush.



Attack Type: Normal
Armor Type: Hero
Hotkey: K
Favorite Quote: "Free rides, for the ladies."

Abilities:

Entangling Roots: Similar to 'Ensnare', this will actually dish out damage to whomever it controls as well. Useful for fleeing units (especially heros). Entangling Roots can be Dispelled. Practical uses of Entangling Roots: Cast this on melee units and then back up and shoot them. There is also the 'Entangle Rush' but you can probably figure out how that one goes yourself (especially once it's done to you).
75 mana / cool down time : fast
Level 1 : Short duration / light damage
Level 2 : Longer duration / moderate damage
Level 3 : Longest duration / good damage
Hotkey: E I believe

Force of Nature: Kill a few trees, make a few Treants. Fairly useful. Note, no matter how many Treants you are making, every tree that is 'shaded' under your area of effect target will die, remember this if that is your main goal of casting the spell. Practical uses of Force of Nature: Tanking. Diverting damage from the Keeper of the Grove or any other friendly unit. They will eventually die anyway so it's better for enemies to attack them instead of other units. The enemy should avoid these, as they deal less damage than you think they would, or they can kill them (which will take longer than the average summoned unit) because they give good xp as well. You can use these as scouts but like I said they give good xp so watch it. You can also clear out trees this way if trees are in your way (or you want to sneak in the back way at your opponent's base.
125 mana / cool down time : average
Level 1 : Summons 1 treant
Level 2 : Summons 2 treants
Level 3 : Summons 3 treants
Hotkey: F

Thorns Aura: I am a fan of auras and this is no exception. Especially in team games. This aura might not be /as/ useful to the Night Elves themselves (or against them for obvious reasons), however, because normally the Armor Types they have are weak against the Attack Types the enemy has, resulting in a quick death. Also, lots of Night Elf units have low hp as will. Be sure to either provide healing or to have lots of hit points if you plan on using this skill for Night Elves. Practical uses of Thorns Aura: Kills Ghouls fairly well, especially when used on Huntresses. Can make the enemy either think twice about attacking you (or your ally) or to dish out additional damage to him if he does. Thorns Aura is a very good counter to Vampiric Aura, by nature.
Passive Aura
Level 1: Deals 4 damage to melee enemy attackers.
Level 2: Deals 8 damage to melee enemy attackers.
Level 3: Deals 12 damage to melee enemy attackers.
Hotkey: H?

Tranquility: Healing. All races should seek healing and this is one of the two ways the Night Elves have it. This is slightly slow compared to the other form of Night Elf healing, so don't use this if you only want to heal one unit. Consider it a type of Healing Ward where the Ward is the Keeper himself. This spell can be interrupted by Stunners. While most people will quickly stun a Starfall from happening they won't realize it's equally as effective against Tranquility. Practical uses of Tranquility: Do this in a battle, before a battle (if you need it) and/or after a battle. Healing is always useful. Use it.
300 mana / cool down time : Extremely Long
Hotkey: T

Practical uses of the Keeper of the Grove: This guy is cool, too, but he has a root for a right arm so doesn't look /that/ cool. (I would've preferred a Keeper of the Grove that looks more like the one the Single Player plot uses, but oh well. I also would've preferred the Human Archmage to look like Jaina). As far as usefulness goes, this guy can Entangle Rush and create a 'front line' for Archers, helping with creeping and also with enemy forces. This guy can't take hits though so keep him in the background.



Attack Type: Normal
Armor Type: Hero
Hotkey: P
Favorite Quotes:
"Curiosity killed my last ride." (I won't ask about that one. Heh.)
"Crouch, tiger! I sense a hidden dragon."
"When a Treant falls in the forest, does it make a sound?" (And what color is it? And does anybody care?)
Shandris Quotes: (Didn't know where to put these)
"I wonder why I never run out of arrows?"
"I wish /my/ bow was socketed."

Abilities:

Hide: While the Night Elf race is all souped up to be 'mostly female' (and the most used units are) the amount of female heros are down to only the Priestess. Since all female Night Elf units can Shadowmeld, this means the Priestess of the Moon can as well (making a Cloak of Shadows on her useless). Practical uses of Hide: Scouting. I played a game recently where the POTM came into my base, and after being attacked, disappeared. I figured it was a hero rush, and that I had made her waste her portal. Then she moved, over to another area, and I realized she was hiding, and scouting me (I was doing Tier 2 and 3 units only so at that point I would look really weak, and did not want to be scouted at all). I specifically made no units until I had surrounded the hidden POTM with my hero and Peons. I could tell she was there because I couldn't walk across that spot. I laughed to my allies and told them "I'm gonna kill me a POTM at dawn." While this paused my lumber resources, I already had enough. She cast Scout (the reason she was here in the first place, to be closer to our bases to cast it) and I quickly killed her as she fought to flee. She killed one Peon and tried to leave but was still surrounded. I quickly killed her and went back to work (and about 30 seconds later I disconnected so I couldn't save the replay. Augh). It was funny though. And against people not as creative as me there may be little to do to counter it.

Scout: Scout is useful for...scouting. Gee, who would've thunk? *scratches head* Anyway, scout with these. Normally anything more than one point is just a bonus, as the other skills are more useful. Scout can be dispelled (why do you think it even has hit points, silly?) so Dispel it and annoy the POTM. Practical uses of Scout: .....To Scout. You cannot tell just by looking at it who's Scout it is (you can with a mouse-over, or looking at the minimap if you didn't change the colors). As far as I know, you can't tell what level it is (you may be able to tell from hit points, I don't know.)
75 mana / no cool down time
Hotkey: C

Searing Arrows (Autocast): A useful little skill making the POTM more damaging than most suspect, and one of the key reasons I use the POTM as my first Night Elf hero. This will allow her to deal extra damage (that doesn't reduce against any type of armor except heros, and against them only slightly) to anything she attacks. Useful for trying to assassinate enemy heros, because if they happen to be Melee heros trapped in the battle, you can devote only your POTM to killing that hero and it will slowly die while you can worry about the rest of the battle. Practical uses of Searing Arrows: You should always have this autocast (it drains mana, good counter to Mana Burn) and when you get near (or after) level 6 and Starfall, turn off autocasting until you're like above 300 mana. While most people turn this off completely at level 6 (making them think it's worthless) it actually is not that bad. It uses very little mana per shot (making that 100 that it is required to do to get you below 200 hard) and you regenerate mana constantly, so whenever you're not in battle or your POTM is running around (either to flee the enemy or to find another target) you will be regenerating back up to fire more. The only reason I designate this as the 'third' point is if I want to place my first point in Scout, and my second in Trueshot Aura. I then usually do all of the POTM's skills (with the skills more to the right taking preference) because they are ALL useful (the way I play, anyway). You should treat the POTM as an archer, in that she should always be behind the army. If melee enemy units get close, run. NEVER be surrounded, you will die.
Passive ( 4 mana per shot)
Level 1 : adds 5 damage
Level 2 : adds 10 damage
Level 3 : adds 15 damage
Hotkey: Just Autocast it or don't.

Trueshot Aura: The heart and soul of the Night Elf race. This makes nearly all units in your race (and some in allied races) do more damage. I have no idea why some NE players do not get a POTM. Surely the other two heros are useful, maybe even as your first hero (gah) but players who never get a POTM (and don't do only Bears) confuse me. The amount of damage increase is substantial at high levels and always a good bonus at lower levels. The only reason this is not my first point in a POTM is to scout faster. Practical uses of Trueshot Aura: To deal extra damage with (essentially) all the units in your race. Trueshot Aura WILL work on Dryads, as it is not 'magic' and cannot be Dispelled. A thing to note, however, is that Trueshot Aura will NOT work when the Priestess is either Hiding or standing still at night (Hiding unintentionally). Therefore the units around her will not even have the aura 'symbol' by their feet (since they are, at that time, not benefiting from it). This leads to confusion as to what units (such as Huntresses) benefit from this and do not. All ranged units WILL benefit, but only when the Priestess is NOT Shadowmelding. Got it? Good. (This is true of all forms of invisibility with all auras.)
Passive Aura
Level 1 : adds 2 base damage to ranged weapons
Level 2 : adds 4 base damage to ranged weapons
Level 3 : adds 6 base damage to ranged weapons
Hotkey: T?

Starfall: Correctly used, this will nearly always result in GG. Starfall will slaughter (remember, it's a spell, so it does full damage to all Armor Types) any units, and while being reduced against Fortified (for balance reasons), the only /units/ that are Fortified (that I know of) are Steam Tanks. It is NOT used to kill buildings (especially Human Buildings) and if you Starfall near buildings, you should consider this a BONUS, not a REQUIREMENT. Starfall can be 'Stunned' so be sure to kill all possible units that can stun you /before/ you Starfall. Turn on your Searing Arrows to help kill those units. /Then/ Starfall. Everybody in the world will Stun you if you Starfall, so be sure to remove their ability to (or make sure that the heros/units that can do this are too far away to get there in time. Practical uses of Starfall: Killing large armies. This cannot kill an army entirely by itself however (the Priestess would quickly die from Focus Fire) so this is not an army /replacement/ but a /supplement/. Try to cast this in areas where the enemy cannot run away easily (or will not choose to, such as his base or expansion). NEVER move a POTM that is Starfalling, as it lasts a long time, and unless you REALLY need her somewhere else, just guard her until she's done so she can damage any units that stray into range again. (If you want to keep her in your subgroup, but want to issue a command to the currently selected portion of the subgroup, you can hold control and right click (or press a command card button and click a target); hotkeys (such as 'A' for Attack) will not work when holding the 'control' key.) Some people will go out of range, wait until it's done (or expect you to cancel it and chase them) and come back, especially if they're attacking your base (or you're attacking their's). Starfall will not hurt your own units, and cannot miss (even if it does so graphically). Starfall lasts so long that by the time it finishes, you are nearly a third (or even a half) the way to being able to cast it again. Most people describe Starfall as ridiculous. Either just Stun it, kill it, or flee. Don't worry about your buildings (it only does 35% damage to them, making them weak but not killing them /by itself/ (an army nearby will finish the job pretty quickly, though). A good Counter to Starfall is to actually Counter (and attack the Starfaller's base) which might get the POTM to move if she's not smart, or if it's a severe enough Counter. This is definitely not advised if she's Starfalling at your base, however (and has an army to support).
300 mana / Cool down : Extremely long
Hotkey: F

Practical uses of the Priestess of the Moon: Commonly called POTM, this is the heart and soul of the Night Elf race, largely (but not only) because of the Trueshot Aura. Even though she rides a steed (and has some pretty cute jokes about it) she is NOT a Huntress equivalent, and should be treated as an Archer (back up, turn, shoot some more). Because of her incredible range with Searing Arrows and Starfall, she can dish out more damage than others take credit. Sometimes, this can be the only unit you devote to killing the other hero, micromanaging the rest of your army much better. This, other than the Marn (Tauren Cheiftain), is one of the two heros I am best with, because she really isn't that hard to use, once you know what to do with her. She's more powerful than people credit (less so if she puts points in Scout early on for no reason IE: not using it.) A strategy for those who want to always use Searing Arrows and still have Starfall on the ready is to build Moon Wells in more strategic places (maybe one by an expansion, or put some in out of the way places. Creeps will not attack a building already made, but will attack one under construction.) Remember, Starfall kills units better than bases (it'll weaken a base for your army to kill it easier, but that's only because of how long it lasts) and to be sure to kill anything that will Stun you before you use Starfall (it's even sometimes okay to waste units to chase off or kill Stunners because of how deadly Starfall is. Just make sure you have enough units left to guard her and keep her alive while she's casting.)