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[e][h]Orc Raider
Unit Information
Built From:
 180 15}px 40  28  3
0.25 (always)
1 (7)
Formation Rank:
1400 / 800
Acquisition Range:
Selection Priorty:
Turn Rate:
Move Type:
Collision Size:
Cargo Size:
23 - 28 (26 - 42)
  • ground
  • structure
  • debris
  • item
  • ward

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[edit]

Cast Type : Active  Ability Type:  Physical
Target Type : Unit Target
Causes a target enemy unit to be bound to the ground so that it cannot move. Air units that are ensnared can be attacked as though they were land units.
Cast Requirements : 15 s  Range:  500
Targets Allowed : Ground, Air, Enemy, Neutral
Duration : 9 (3) s
Notes : Ensnare interrupts channeling abilities.
Hotkey : E
Upgrade: Ensnare
Cost : 50 75  Research Time:  40
Researched at : Beastiary
 Hotkey : N


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.

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.

Cast Type : Passive
Target Type : No Target
Each attack that does damage to a building also gains resources. This is a passive ability. Pillage returns 50% of the cost of the building if you destroy it at full health.
Targets Allowed : Structure, Enemy, Neutral
Resource Factor : 50%
Upgrade: Pillage
Cost : 75 25  Research Time:  60
Researched at : Great Hall
 Hotkey : G
Unit Inventory (Orc)
Cast Type : Passive
Target Type : No Target
Allows the unit to carry 2 items.
Item Capacity : 2
Notes : Items cannot be used by the unit and are dropped, if the unit dies.
Upgrade: Backpack (Orc)
Cost : 50 25  Research Time:  20
Researched at : Great Hall
Requirements : Voodoo Lounge


Steel Melee Weapons
Increases the melee attack damage of Grunts, Raiders and Tauren.
Researched at : War Mill
 Hotkey : M
Cost : 100 75  Research Time:  60
Damage Dice Bonus : 1
Thorium Melee Weapons
Cost : 150 150  Research Time:  75
Requires : Stronghold
Damage Dice Bonus : 2
Arcanite Melee Weapons
Cost : 200 225  Research Time:  90
Requires : Fortress
Damage Dice Bonus : 3
Steel Armor
Researched at : War Mill
 Hotkey : A
Cost : 150 75  Research Time:  60
Armor Bonus : 2
Thorium Armor
Cost : 225 200  Research Time:  75
Requires : Stronghold
Armor Bonus : 4
Arcanite Armor
Cost : 300 325  Research Time:  90
Requires : Fortress
Armor Bonus : 6

Version History[edit]

Balance Patch History
VersionReleaseBalance Changes
  • Buff Raider Ensnare cooldown reduced from 16 seconds to 15 seconds.
  • Nerf Raider Ensnare duration for units reduced from 12 seconds to 10 seconds.
  • Nerf Raider Ensnare duration for units reduced from 10 to 9 seconds.
  • Neutral Raider Ensnare lasts 12 seconds, down from 20 seconds, and has a cooldown of 12 seconds, down from 20 seconds.
  • Neutral Raiders now have light armor instead of heavy armor.
  • Buff Ensnare duration increased to 15 from 12, and range increased to 500 from 400.
  • Buff Raiders now have a base armor of 1, up from 0.