Although they are savage and nefarious in the extreme, the Troll Witch Doctors have aligned themselves with the Horde out of pure necessity. These dastardly magic users are adept at manipulating the chemical processes within their fellow warriors in order to augment their combat abilities.
Supporting spellcaster. Can initially cast Sentry Ward, which summons an invisible detector. Can also learn Statis Trap and Healing Ward. Attacks land and air units.
The Witch Doctor is an important part of the Orc army. The main benefit of the Witch Doctor is Healing Wards. Healing Wards can keep an entire army alive during battle. The Witch Doctor is also useful for placing Sentry Wards around the map. If you have multiple Spirit Lodges for Shamans it's pretty easy to research Witch Doctor Adept and Master training and add some Witch Doctors to the mix.
Witch Doctors are weak spellcasters. Run whenever the enemy attacks them.
Spells & Abilities
Sentry Wards last 10 minutes! The Witch Doctor comes with this spell initially, so build one and place Sentry Wards around key locations such as Fountains, enemy towns, enemy mines, key traveling points on the map, and your town, in order to spot invisible units. If you're having trouble with Night Elves using Shadowmeld or Blademasters using Wind Walk, the Sentry Ward is the perfect solution.
Healing Wards only have 5 hit points.
Healing Wards are one of the best Orc abilities. Cast a Healing Ward then collect all damaged units around it for healing.
Cast a Healing Ward next to units fighting in combat then collect them around the Ward during the battle.
Lay down multiple Healing Wards. If the enemy kills one you will then still have backups. Multiple Healing Wards don't increase the amount of healing received but they can cover a larger area to make sure everyone is covered by the Healing Wards and back each other up if one falls.
|Balance Patch History|
|Patch Version||Balance Changes|
|1.30.0|| Witch Doctor mana regeneration increased from 0.67 to 0.72.|
|1.13|| Stasis Trap area of effect reduced to 400 from 500.|
|1.04|| Wards are no longer hit by Huntress Moon Glaive bounce.|
|1.03||Stasis Trap no longer stuns friendly units, but has a shorter duration (6 seconds, down from 12 seconds). Stasis Traps, when they are set off, also destroy other Stasis Traps within their area of effect., Stasis Ward and Sentry Ward no longer inhibit movement or building construction.|