These ancient, evil behemoths were once the mighty kings of the subterranean spider kingdom of Azjol-Nerub. Though the Nerubians fell before the wrath of the Lich King during the fabled War of the Spider, the insidious Crypt Lords were swayed over to the Lich King's ranks and granted considerable power and the immortality of undeath. Now the giant, thundering beasts serve as the Lich King's mightiest warriors and the guardians of the Scourge's holdings in Northrend.
A warrior Hero, adept at summoning insect minions and crushing enemies. Betraying the Nerubian people, the Crypt Lords have sacrificed the lifeblood of thousands to bolster the Undead armies of Ner'zhul, winning an eternal life of servitude in his name. Attacks land units.
Slams the ground with the Crypt Lord's massive claws, shooting spiked tendrils out in a straight line, dealing damage and hurling enemy ground units into the air in their wake, stunning them.
- Line up the enemy units to get the best results. Impale is like a combined War Stomp and Shockwave.
- Impale can interrupt spells like Starfall or Mass Teleport from a long distance.
The Crypt Lord forms barbed layers of chitinous armor that increases its defence and returns damage to enemy melee attackers.
- This ability, combined with the Crypt Lord's naturally high HP, makes him very tough to take down, especially with melee attacks.
The Crypt Lord progenerates 2 Carrion Beetles from a target corpse to attack the Crypt Lord's enemies. Beetles are permanent but only 6 can be controlled at a time.
- Unlike most summoned units, the beetles have an unlimited lifespan. Carrion Beetles persist even if the Crypt Lord dies.
- Bring a Rod of Necromancy along and your Crypt Lord will generate more units than any other hero at low levels. In many cases, you can get an edge over your opponent by defeating creep camps that would be too powerful for any other low-level heroes to attempt.
- Level 2 or 3 Carrion Beetles can burrow and become invisible. Hide a beetle at a remote Gold Mine to secretly find out when an opponent starts to build an expansion there, or keep one near a Goblin Laboratory or Mercenary Camp to use them even when your army is far away.
- Carrion Beetles disappear into the earth and do not leave a corpse when killed. This means the Crypt Lord cannot recycle his Carrion Beetles when they die.
- See further: corpse.
Creates a swarm of angry locusts that bite and tear at nearby enemy units. As they chew the enemy flesh, they convert it into a substance that restores hit points to the Crypt Lord when they return.
- Locust Swarm is kind of similar to Protoss Carriers in StarCraft. Once "launched" the Locust Swarm will follow the Crypt Lord where he walks, heading out in an area around the Crypt Lord.
- 20 Locusts are released. 0.2 second delay between releasing each Locust.
- Up to 7 Locusts can target an enemy unit at the same time. Fraction of damage dealt by Locusts that will be returned and collected by Crypt Lord: 0.75.
- The Locust must collect 20 hit points before returning it to the Crypt Lord.
- There must be at least 3 enemy units to do maximum damage.
- Locusts have a physical attack of type Normal that does 13-14 damage with a 1.0 base cooldown and 10 range. So each locust potentially does 13.5 DPS before armor calculations. Damage returned as HP to Crypt Lord is after Armor. When the locust has done 26.6 damage, it returns to the Crypt Lord to restore 20 HP. If spell is hitting one unit which is a 100 armor footman, the locust will only do 1 damage per hit, and will not return to the Crypt Lord until the spell ends as it can't reach the damage threshold of 26.6. When it returns at spell end, it will return ~12 HP. Very important to point out is that Locusts have an ability similar to what critters have, that causes them to randomly wander, so they don't attack every second. And as a melee attacker they're susceptible to kiting. They will never do even close to the max potential damage, and because damage is random with some testing in games it approximately does 2000-2300. It is also noted that it would likely finish off a damaged unit rather than spreading damage equally to all units.
- The 20th locust takes 4 seconds to come out. All locusts return to the Crypt Lord at the 30 second mark, so each succeeding locust released has a shorter duration.
|Balance Patch History