Witch Doctor

[e][h] Troll Witch Doctor
Unit Information
Built From:
Build Time:
30
W
Cost:
145 25 2
Hit Points:
315 (395)
Armor:
0
HP Regeneration:
0.25 (always)
Mana:
200 (400)
Initial Mana:
75 (150)
Mana Regeneration:
0.67 (1.39)
Level:
Race:
Sight Range:
1400 / 800
Acquisition Range:
600
Selection Priorty:
7
Formation Rank:
2
Movement
Speed:
270
Turn Rate:
0.6
Move Type:
foot
Collision Size:
16
Cargo Size:
1
Icon
Combat
Damage:
10 - 14
Range:
600
Weapon Type:
missile
1.75
Targets:
  • ground
  • structure
  • debris
  • air
  • item
  • ward

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[edit]

Sentry Ward
Cast Type : Active  Ability Type:  Magical
Target Type : Point Target
Summons an invisible and immovable ward that provides vision in an area. Can see invisible units. Lasts 600 seconds.
Cast Requirements : 50 0 s  Range:  50
Duration : 600 s
Sight Range : 1600
Hit Points : 200
Hotkey : W

Notes

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.

Statis Trap Ward
Cast Type : Active  Ability Type:  Magical
Target Type : Point Target
Summons an invisible and immovable ward that stuns enemy units around it. The trap activates when an enemy unit approaches. The traps lasts 150 seconds. The stun lasts 6 (2.5) seconds.
Cast Requirements : 100 0 s  Range:  500
Duration : 150 s
Activation Delay : 10 seconds
Detection Radius : 250
Detonation Radius : 400
Stun Duration : 6 (2.5) seconds
Hit Points : 100
Upgrade required : Witch Doctor Adept Training
Hotkey : T
Healing Ward
Cast Type : Active  Ability Type:  Magical
Target Type : Point Target
Summons an immovable ward that heals 2% of a nearby friendly non-mechanical unit's hit points per second.
Cast Requirements : 200 0 s  Range:  500
Targets Allowed : Air, Ground, Friend, Organic, Self
Area of Effect : 500
Duration : 30 s
Heal Amount : 2% of max HP/sec
Hit Points : 5
Upgrade required : Witch Doctor Master Training
Hotkey : E

Notes

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.

Upgrades[edit]

Witch Doctor Adept Training
Increases Witch Doctors' mana capacity, mana regeneration rate, hit points, and unlocks a new spell.
Researched at : Spirit Lodge
 Hotkey : D
Cost : 100 50  Research Time:  60
Mana Point Bonus : 100
Mane Reg. Bonus : 0.32
Hit Point Bonus : 40
Spell Learned : Stasis Trap
Witch Doctor Master Training
Cost : 100 150  Research Time:  75
Requires : Fortress
Mana Point Bonus : 200
Mane Reg. Bonus : 0.64
Hit Point Bonus : 80
Spell Learned : Healing Ward
Troll Regeneration
Increases the hit point regeneration rate of Headhunters, Witch Doctors and Troll Batriders.
Researched at : Barracks (Orc)
 Hotkey : R
Cost : 100 100  Research Time:  60
Requires : Stronghold, War Mill
Regeneration : 1.0 per second

References[edit]

http://classic.battle.net/war3/orc/units/witchdoctor.shtml