Turtle Continent

Introduction to the three arms of Warcraft: human race

Human [Human]

Relatively speaking, human beings are the youngest race in the world. Unlike elves and dwarves, the basic life of human beings consists of change and competition. Therefore, human beings are keen to build a powerful empire and delve into advanced technology and magical magic. It is also for this reason that the human empire has expanded extremely fast. In general, human beings highly value virtues and honors, and fight unyielding battles with dark forces when their own security is threatened. With the help of the divine power of light, human beings fought an arduous battle with the orcs. But at the same time, they also suffered great pain. The human country is based on science and technology. They change the environment around them, using armor, weapons, machinery, domesticating animals and other ways to make their advanced technology work.

Human Hero:

Big. Mage [Archmage]

Introduction: Recruited from the Magic Kingdom on the continent of Dalaran. The mage is the embodiment of the powerful magic power. These old mages waved the ancient staff used to release their huge energy to participate in the battle, although it was big. Mages are not as powerful as fierce warriors, but they still play an irreplaceable role in the battle to protect human security with powerful magic.

Evaluation: Magic hero unit. Big. The mage is the only long-range attack hero of human beings. In the early stage, he cooperated with infantry to form a three-dimensional offensive, which is safe and effective. Big. The mage has a blizzard (falling crushed ice to attack a large range of troops), summoning water elements, and a brilliant aura (improved. Mage and friendly troops' mana recovery speed) and group transmission (ultimate spell, will be big. The mage and the troops around him are transmitted to a certain unit) four skills. Continuously summoning powerful water elements in the case of sufficient mana can make the enemy quite a headache, while the blizzard is slightly impractical because it is inconvenient to operate. If you let the infantry act as a meat shield in the front, it will be big. The mage's power when he casts a blizzard in the back is still very powerful. The brilliant aura can improve the mana recovery speed of yourself and friendly troops, but due to the limitation of the casting interval, this skill seems a little useless. Group teleport can be used to urgently return to your own base or attack the enemy's base - to make a unit invisible (using the witch's invisibility) and then touch the enemy's base, and then a group teleport, and the slaughterer will escape, which is a very effective tactic.

King of the Hill [MountainKing]

Introduction: The King of the Hills is known as "Sanis" in Kazmodan, and is the most powerful dwarf warrior living at the foot of the mountains. They held a war hammer and an axe in their hands to prove their value in the battle with powerful enemies. Unlike their people who are keen on making machinery and collecting ore, the king of the hills was born to fight. After swearing allegiance to the alliance that once saved their kingdom, the King of the Hills became a powerful pillar of the human army against the expanding evil forces.

Evaluation: Power hero unit. The king of the hills has excellent attack power and is a strong melee. He has a thunder blow (during damage to enemies within a certain range around the King of the Hill), the Hammer of Storm (stuning a single target and causing a certain amount of damage), a heavy blow (passive skill, with a certain chance to cause additional damage to the ordinary attack of the King of the Hill and stun the enemy) and the god descend to the earth (ultimate skill, greatly enhanced). The ability of the king of the hills) four skills. The ability to stun the enemy is crucial in combat, because the key to winning or losing is often the rational use of heroes and magic arms. The first to stun the enemy's hero or magic arms in battle can make the enemy unable to use magic and skills that are beneficial to him, thus gaining a huge advantage for you. And the extra ability given to the king of the hills by the god descending to the earth - armor level +5, health +500, attack power +20, spell immunity - is really amazing. Such a powerful hero is of course invincible in close combat.

Paladin [Paladin]

Introduction: Although the paladins were once respected and loved by the people in the continent of Lordaen, they are currently in trouble. The entire Silver Hand Knights were disbanded for refusing to kill innocent civilians believed to have been contaminated by the Undead Legion. After being expelled from their homes, the paladins still selflessly guarded human nature that was constantly encroached on by evil. The paladin with the power of light fights with war hammers and sacred flames to eradicate all evils that bully the weak and good people.

Evaluation: Supported hero unit. Paladins have the sacred light (as in Diablo II, heal their own people or kill the spirit of war), focus on aura (enhancing the armor of nearby friendly units), God-given shields (which make the paladin completely invincible for a period of time and not be harmed by any spells and ordinary attacks) and resurrection (ultimate skills, the same At that time, up to six dead units will be resurrected). Among them, the God-given shield is really too strong. At the first level, it is completely invincible for 10 seconds, and after rising to level 3, there is an invincible time of 30 seconds. Whether it is charging or escaping, it is more than enough. Shake the sledgehammer to smash the enemy's skull. Coupled with various auxiliary, healing and resurrection abilities, the paladin is like a head nurse. Because of the divine shield provides protection, the paladins are not easy to be killed in battle, which also makes it impossible for the enemy to fight according to the conventional way (first concentrate on the hero, and then clean up the remnants). The auxiliary role of the paladin can also be played normally, and there is no need to hide like other heroes. In short, the paladin is in hand, and I have a chance of winning.

Human arms:

Peasent [Peasent]

Introduction: Peasants are simple and hard-working workers recruited from various countries in the mainland of Lordaron. They mined the gold and timber needed for the army's operations to ensure the smooth progress of the alliance. They can not only mine, but also build various buildings. The farmers were proud to serve the army and heard about the violence of the orcs. After that, I also know how to use a sharp-billed hoe and an axe to defend myself.

Evaluation: Infrastructure arms. Human farmers bear the heavy responsibilities of collection, construction and maintenance, and have two upgrade projects dedicated to them: upgrading logging technology and emergency mobilization. The former allows farmers to collect +5 of wood each time, which can be upgraded twice, so human farmers can collect up to 20 units of wood at a time. The latter can temporarily turn farmers into militiamen and fight back when the enemy's small troops attack the base without defense. There is no need to run for their lives. However, if there are too many enemies, it is better not to touch stones with eggs. Farmers can automatically repair damaged buildings and mechanical units, so if you want to attack with steam tanks, it is best to add one or two farmers.

Infantry [Footman]

Introduction: The army of the Human Alliance was almost lost in previous wars, but when the threat came again, countless strong Azeroth people still joined the army as infantry to defend their homes. Although these fearless soldiers do not have bright armor and superb combat skills, they still set foot on the battlefield with courage and glory.

Evaluation: Basic melee arms. Infantry has high health, low cost and strong melee ability. Infantry has defensive skills. In the defense mode, the puncture attack mode halved the damage to the infantry, which means that the infantry has an advantage in dealing with archers. Of course, it is undoubtedly foolish to send only infantry to battle. Infantry can be used to make peace. The mage and the dwarf musket work together. They serve as meat shields in the front, so that the troops behind can shoot or cast magic to their heart's content. In the later stage, they can also cooperate with knights to charge and make meat shields for allies. In short, infantry are meat shields. After upgrading the offensive and defensive capabilities, the role of infantry is more obvious.

Knight[Knight]

Introduction: Although the Knights of Azeroth Continent disintegrated in the First War, these Light Knights from Lordaen Continent are still loyal to the Alliance. In the battle, knights in heavy armor fight with powerful swords, and their speed and mobility make them the most powerful force of the Confederate Army.

Evaluation: the main melee arms. Knight is the most powerful and fastest arms in the human ground force. His various indicators are quite excellent, especially armor. After being fully upgraded, the armor level is 10. If you add the paladin's concentration aura, it can reach up to 13, which means that the damage caused by the enemy to the knight will be reduced by 65% (each level of armor). Reduce the damage by 5%), and the knight's health is as high as 750. After upgrading the animal trainer, it is 900, a typical main battle arm, meat shield. In addition, the knight's high movement speed allows them to easily catch up with the fleeing enemy or escape easily.

Dwarf Musketeer [Rifleman]

Introduction: The Dwarf Musketeers have been protecting their kingdom for hundreds of years. In this crisis, they once again fought for the Lordaeron Alliance. These dwarves who use magical single-shot muskets are excellent snipers and can attack targets in the air and on the ground.

Evaluation: Long-range attack arms. Dwarf Musketeer is the main long-range combat unit of human beings. It has high health value and can be ground and air-to-air. It can also improve the range by upgrading the musket. The main purpose of dwarf musketeers is to fight with infantry, providing long-range fire support and air defense capabilities. The power of groups of dwarf musketeers + groups of infantry is terrible - if properly operated.

Priest [Priest]

Introduction: These sacred war doctors shuttled to the battlefield to heal their fallen companions with the power of light given by God.

Evaluation: Support arms on the battlefield. The priest has the fire of the soul (automatic cast, increasing the attack power of a single friendly unit by 10% and increasing armor by 25%), dispelling spells (dispelling the additional magic effects on the target) and healing (automatic casting, restoring 25 health points per time for a single non-mechanical unit). As a battlefield support arm, the priest's two automatic spells can save players a lot of trouble, allowing players to concentrate on micro-operations instead of casting magic in person. Dispersion spells can be used to destroy the enemy's summoning creatures, or offset various magic effects, and the priest's cost is not high (240 gold coins, 2 units of supplies). When you go on an expedition, you can bring three or four, which are beneficial and harmless.

The Witch [Sorceress]

Introduction: These female magicians use their mysterious magic power to assist the soldiers of the alliance on the battlefield. Although they do not directly participate in the battle, they still use skilled magic skills to help brave soldiers in cruel battles.

Evaluation: Support arms on the battlefield. The witch has deceleration (automatic casting, which halved the attack speed of a single enemy arm and reduced the movement speed by 75%), stealth (make a single arm invisible) and terrible metamorphosis (turning an enemy's ordinary ground force into a docile sheep). Among them, the automatic deceleration technique can greatly reduce the enemy's combat effectiveness, while the metamorphosis kills ordinary arms with one blow. In the battle, the first turn of the enemy's Kodo beasts, Tauren, and even witches, druids and other powerful units into sheep, which can instantly reverse the whole battle situation. And invisibility can be used not only for reconnaissance, but also for big. The mage's group transmission is used to carry out large-scale raids. The witch's health is very low, which is simply weak, so players should also be careful to protect them and not let them hang up easily.

Dwarf Helicopter [Gyrocopter]

Introduction: The witness of the developed science and technology of dwarves, a mechanical flight unit driven by dwarf pilots.

Evaluation: Air combat/reconnaissance. Dwarf helicopters move quickly and can carry out rapid reconnaissance. The air-to-air muskets installed on helicopters are simply devastated against the enemy's air force, and few air forces of other races can compete with dwarf helicopters. If you find that the enemy is mass-producing the air force, build a large number of dwarf helicopters immediately, but be aware that dwarf helicopters cannot be ground.

Mortar Team [MortarTeam]

Introduction: The combination of these two live treasures is the human artillery unit. The mortar team equipped with cannon shells can destroy defensive buildings very quickly.

Evaluation: siege arms. The mortar team has a high attack power, and its splash damage range is also the largest of all siege weapons. Be careful to accidentally injure your own people in use. And they also have flash bombs that can display a map of an area and detect invisible units, but they can only be used once. When attacking the enemy base, you must bring a mortar team to deal with the fort. In addition, the mortar team can also be used to clear the trees. If you like a gold mine surrounded by trees, blow up a road to the gold mine.

Steam Tank [SteamTank]

Introduction: The sturdy dwarf steam tank is the new equipment of the alliance. These bulky armored vehicles can transport infantry in harsh environments and act as mobile bunkers. Robust dwarf drivers also like to drive steam tanks into enemy buildings and crush them into powder.

Evaluation: Support arms on the battlefield. You can understand the steam tank as a mobile bunker. The steam tank itself uses hammer balls to attack ground troops and buildings, and can also be used to load ground troops (up to four). You can load heroes or magic arms to protect them, or you can load four dwarf musketeers and let them shoot out from the steam tank. Until the steam tank is destroyed, the troops it carries will not be damaged. Wise players will let one or two farmers follow the steam tank to repair it at any time.

GryphonRider[GryphonRider]

Introduction: The barbarian dwarves living in the mountains responded to the call again, leading their powerful griffins to support the alliance. These warriors with giant hammers full of thunder and lightning fought to ensure the freedom of the continent of Lordaron, and their proud griffins became a symbol of the unyielding spirit of the alliance.

Evaluation: Main Air Force arms. The griffin knight has excellent ground-to-air performance and high health (700 points, 850 points after upgrading animal trainer), but because few players use griffins, no special tactics have been found.

Water Element [WaterElemental]

Introduction: Big. One of the mage's most powerful abilities is to summon water elements to support the alliance's warriors. These unconscious and morphological water elements can cause great damage to its enemies. Water elements were the favorite of human mages in the first war, and now they are fighting for human beings again.

Evaluation: Summoning arms. From the big. The water element summoned by the mage can effectively make up for the lack of troops caused by small groups of troops. With the improvement of the mage's ability to summon water elements, the various indicators of water elements will also be improved, up to 800 health points, an average attack power of 45, and a long-range attack service. Whether in the early or late stages of the war, the water element can play a huge role on the battlefield. However, things such as dispel spells and magic wands are a must-kill for summoning creatures, and the water element is no exception.