Raiders were once considered to be the most honored warriors of the Horde. Yet, just prior to the Second War, Gul'dan the Warlock masterminded the disbanding of the Raiders. Now, after many long years, the young Warchief Thrall has decided to train a new generation. These mighty warriors carry hefty warblades into combat and rely greatly upon the cunning and ferocity of their faithful Wolf mounts to defeat their enemies. The colossal kodo beasts of the Kalimdor plains proved to be valued allies of the Orcish Horde. The mighty beasts were charged with carrying the Orcs’ pounding war drums into battle. The huge kodos, serving as symbols of Orcish might and valor, also use their enormous size and strength to aid the Orcs in battle.
Highly mobile wolf rider. Effective against buildings. Can learn Ensnare ability. Attack land units.
Orc Raiders are a specialized unit useful for killing buildings, bringing air units to ground for attack, and for disabling the enemy with Ensnare. Raiders are typically used for hit-and-run attacks because they only have 610 hit points. They also take increased damage from normal damage (most melee units). Raiders can also generate money with Pillage when attacking enemy buildings.
Raiders are somewhat similar to Siege Engines in that using them with surprise is best. Build up a group of them then sneak them into an enemy town. You can quickly kill a Town Hall or buildings such as farms or barracks. When the enemy responds, run. Cast Ensnare on anyone that attempts to chase you. After running away attack another location or come back later. This can really strike fear into the enemy because they can't really go out and Creep (unless they have several Scrolls of Town Portal) for fear of their town being attacked again.
Raiders are building killers! Raiders do siege damage which means they can quickly destroy buildings. They can also Pillage while they are attacking buildings. Raiders are excellent for hit and run attacks with their quick speed and Ensnare ability.
Raiders are very popular among Orc commanders for their Ensnare ability. Ensnare will bring air units to the ground and will hinder other ground units.
Goblin Zeppelins can carry 8 Raiders making this combination very useful for hit and run attacks on enemy towns. Land, destroy some buildings, then get in the Goblin Zeppelin and run away.
Spell & Abilities
Use Ensnare to bring flying units to the ground so that you can kill them with melee units such as Grunts and Tauren.
Use Ensnare to stop units from running away. If the enemy is running away, cast Ensnare on the tail end of their train. Pick off whatever units you can which will reduce the enemy army and make them pay for running.
Use Ensnare to break away powerful enemy melee units so they can no longer contribute to the battle as shown in a below screenshot.
Don't bother casting Ensnare on ranged troops unless you're trying to prevent them from running away.
You can continue to cast Ensnare on enemy Heroes to trap them if you have multiple Raiders with Ensnare ready to go. Just keep casting until your army can finish the Hero off.
Ensnare can be used to interrupt spells that require spell channeling.
When Assaulting a town, Peons or Peasants etc. will try to repair. Use Ensnare to stop them.
|Balance Patch History|
|Patch Version||Balance Changes|
|1.30.0|| Raider Ensnare cooldown reduced from 16 seconds to 15 seconds.|
Raider Ensnare duration for units reduced from 10 to 9 seconds.
Raider Ensnare duration for units reduced from 12 seconds to 10 seconds.
|1.25b|| Raider Ensnare Cooldown increased from 12 to 16.|
|1.19|| Raider Ensnare duration reduced from 15 seconds to 12 seconds.|
|1.10|| Raiders now have a base armor of 1, up from 0.|
Ensnare duration increased to 15 from 12, and range increased to 500 from 400.
|1.06|| Raiders now have light armor instead of heavy armor.|
Raider Ensnare lasts 12 seconds, down from 20 seconds, and has a cooldown of 12 seconds, down from 20 seconds.