HUMAN ORC NIGHT ELF UNDEAD
BLADEMASTER FAR SEER TAUREN CHIEFTAIN
Blademaster Far Seer Tauren Chieftain

Attack Type: Normal
Armor Type: Hero
CANNOT ATTACK AIR
Hotkey: ?

Abilities:

Wind Walk: So adept and agile are the blademasters that they can move so quickly that they appear to be invisible to the naked eye. Just see for yourself. Use this often. Quite a nice spell. Can be used for sabotage work. But then, it'll be much better to focus on the others first.
75 mana / cool down time : short
Level 1: -100 mana; +10% movement speed; lasts 20 seconds; invisible.
Level 2: -75 mana; +40% movement speed; lasts 40 seconds; invisible.
Level 3: -25 mana; +70% movement speed; lasts 60 seconds; invisible.

Mirror Image: One of the blademasters' more mystical abilities is to create duplicate phantom images of themselves. Though the phantom images can move about freely of their own volition, they are not true entities unto themselves. Images suffer double the damage + can't deal damage. In a pitched battle, you can confuse the human players. Best used against those human players who have never seen this before. While they are in a state of shock, you can wipe his army out easily. It's best to put your 1st ability point in this 1st. If you use this correctly, you shouldn't suffer damage at the hands of creeps.
150 mana / cool down time N/A
Level 1: Creates 1 illusion.
Level 2: Creates 2 illusions.
Level 3: Creates 3 illusions.

Critical Strike: By channeling their potent powers in one focused strike, blademasters can cause even greater damage to their enemies. Increases damage by a great deal. Top up on this anyway. You never know, you just might be lucky. And I have discovered that I'm actually quite a lucky guy^*^
Passive
Level 1: 15% chance; 2x normal damage.
Level 2: 15% chance; 3x normal damage.
Level 3: 15% chance; 4x normal damage.

Bladestorm: By focusing their warrior energies, blademasters can become living cyclones of fighting rage. Spinning their great blades faster than the naked eye can see, they are capable of simultaneously damaging any enemy troops in their vicinity. Can move around while using it. Use this only when surrounded. 110 damage per second to nearby enemy land units.
250 mana / cool down time: extremly long

Practical uses of the Blademaster:Though their numbers are few, the seasoned blademasters represent an elite fighting force within the horde. These skilled swordsmen were once part of the ill-fated Burning Blade clan that consumed itself in the throes of demonic corruption. With their clan scattered and broken, the proud blademasters swore a grim oath to free themselves and their brethren from demonic control once and for all. Under Thrall's command, the blademasters have once again joined the horde and serve as the young warchief's personal guard. Though blademasters are masters of stealth and guile, they value personal honor above all else.



Attack Type: Ranged
Armor Type: Hero
Hotkey: F

Abilities:

Chain Lightning: Farseers have the ability to cast bolts of lightning so powerful that they continue to seek out enemy troops in a wide area of effect. The raging bolts continue to strike new victims until the spell's energies finally deplete. Can hit multiple enemies. Quite useful when there are a lot of enemies together. Recommended to put your 1st ability point in here.
120 mana / cool down speed : normal
Level 1: 100 damage; jumps 4 times.
Level 2: 140 damage; jumps 6 times.
Level 3: 180 damage; jumps 8 times.

Far Sight: Far Seers have the uncanny ability to percieve distant places and events through a form of spirit sight. This ability allows them to anticipate enemy movements and maintain the element of surprise for the horde's fighting forces. Just put 1 and only 1 point into it to scout the unknown regions.
Level 1: Reveals a small area for 150 mana.
Level 2: Reveals a large area for 100 mana.
Level 3: Reveals a huge area for 50 mana.

Feral Spirit: One of the farseers' most otherworldy powers is their ability to call forth powerful wolven apparitions. As the Farseer gains experience, more powerful wolves may be summoned to his side. Ultra useful on sabotage mission. One of the best summoning spell. Top up on this as soon as possible. When the spell is at level 3, the wolves are extremely useful in sabotage work. Ultra effective against enemies who can't see invisible units. Just go to the enemy base and wrack his basic worker units, then when discovered, just stop attacking and run to an open space. The wolves will then turn invisible again, and you can then do it again.
100 mana / cool down speed : normal
Level 1: 2 wolves with 200 hit points; 11-12 damage; 0 armor.
Level 2: 2 wolves with 300 hit points; 16-17 damage; 0 armor.
Level 3: 2 wolves with 400 hit points; 21-22 damage; 0 armor + Critical Strike + Invisibility.

Earthquake: Part of the Far Seers' power over nature is the ability to command the fury of the earth. When roused, farseers can cause the earth to quake violently. When called with precision, can cause heavy destruction to enemy structures and slow hapless foes. Can't move, attack, cast other spells during this period. Useless spell. Might as well use catapults to knock down the buildings. 50 damage/second to buildings; slowing units by 75%;lasts 25 seconds.
150 mana / cool down time : long

Practical uses of the Far Seer: Far Seers are ancient orcs who represent the pinnacle of shamanistic power. These powerful shamans are counted amongst Thrall's closest advisors and are constantly in tune with the workings and maneuverings of the horde. Farseers are not only tied to the elements of the earth and sky, but are also adept at foretelling the future. Their wisdom is outshined only by their courage and ferocity in combat. When the enemies of the horde advance, the farseers mount their loyal dire wolves and wade into battle wielding all the elemental powers of their shamanistic birthright.



Attack Type: Normal
Armor Type: Hero
CANNOT ATTACK AIR
Hotkey: T

Abilities:

Shockwave: The mighty chieftains can swing their totems so hard that their impacts create powerful linear shockwaves that can damage any enemies bold enough to stand before them. Can damage a line of enemies. Hit a clump of enemies, then run. While they are chasing you, they will be in a line. Cast this spell then.
100 mana / cool down speed: fast
Level 1: 75 damage to land units in a line.
Level 2: 130 damage to land units in a line.
Level 3: 200 damage to land units in a line.

War Stomp: The tauren's massive totem can impact the ground with such force that every enemy within a wide radius of the chieftain is damaged and stunned for a short period of time. Can hit enemies within an area centralized on the tauren chieftains. Not very good and not very bad. Put points in it as you like.
90 mana / cool down speed : fast
Level 1: 25 damage; 3 seconds stun.
Level 2: 50 damage; 4 seconds stun.
Level 3: 75 damage; 5 seconds stun.

Endurance Aura: So heartening and stirring are the mighty chieftains that they exude an aura of strength and courage to all who accompany them. The chieftains' auras help their comrades to run and attack more quickly. Can assist nearby friendly units. Top up on this as soon as possible.
Passive aura
Level 1: +10% movement speed; 5% attack rate.
Level 2: +20% movement speed; 10% attack rate.
Level 3: +30% movement speed; 15% attack rate.

Reincarnation: The tauren chieftains hold such sacred bonds with their Earthmother that they can actually be reincarnated after they die in combat. Though this ability is very rare, it makes the wise, benevolent chieftains a dangerous foe to threaten. Ultimate: When killed, the tauren chieftain will be revived automatically. This is a must-have for the tauren chieftain. Put a point in it as soon as possible.
cool down time: 240 seconds

Practical uses of the Tauren Chieftain:These elder tauren warriors lead their tribes in daily life as well as in battle. Ceremoniously adorned with the ancient totems of their tribes, chieftains uphold the honor and simplicity of the proud tauren culture. When roused by battle, the gigantic chieftains employ enormous halberds that are capable of tearing through solid trees with one mighty swipe. The chieftains are fascinated by the orcs, especially their young leader, Thrall. They see an opportunity to help the orcs return to their traditional roots by providing a strong example of honor and courage through all tauren warriors.