Witch Doctor

From Liquipedia Warcraft Wiki
[e][h] Troll Witch Doctor
Unit Information
Built From:
Build Time:
30
W
Cost:
145 25 2
315 (395)
0
0.25 (1.25) (always)
200 (400)
75 (150)
0.72 (1.36)
1400 / 800
Acquisition Range:
600
Selection Priorty:
7
Formation Rank:
2
Movement
270
Turn Rate:
0.6
Move Type:
foot
Collision Size:
16
Cargo Size:
1
Icon
Combat
10 - 14
600
missile
1.75
  • 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 incredibly useful in team games such as 3v3 and 4v4. The more units on the battlefield, the more units will be affected by stasis trap and heal ward. A single well-placed stasis trap could swing a big team fight in your favor, and heal wards is like having a mobile health fountain at your disposal for your entire team.

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:  500
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.

Stasis 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 : 9 seconds
Detection Radius : 175
Detonation Radius : 400
Stun Duration : 6 (2.5) seconds
Hit Points : 100
Upgrade required : Witch Doctor Adept Training
Hotkey : T

Notes

Use Stasis Trap for town defense. Place a Stasis Trap Ward right inside your town. If the enemy attacks your town, they will either have to run away or be stunned by the Stasis Trap.

Cast a Stasis Trap behind enemy units in combat. If they attempt to run they will be stunned and their retreat will be cut off.

Cast a Stasis Trap in enemy towns. If they stick around to defend the town they will be stunned.

Stasis Traps will destroy other Stasis Traps within their area of effect.

Typically people "spam" Stasis Traps all around so if the enemy kills one, another one will still work.

The enemy can steal your Stasis Trap with Control Magic so beware and stop using it if that starts happening. This might be difficult to notice.

Use Stasis Traps to buy yourself some time to rebuild your army and get reinforcements to the area. If you lay down a line of Stasis Traps in the enemy's path you can delay them for quite a while.

Stasis Trap Counters

Always kill any enemy Stasis Traps the second you see them. Kill the Stasis Trap before it becomes invisible. Ranged units like Archers are especially good at doing this. If you try to use Melee units you may lose your army trying to reach the Stasis traps. That's why ranged units are best.

It takes 10 seconds to activate a Stasis Trap. If players run before the trap stuns they can get away.

Command 1 weak unit to run in and trigger it, then run in with the rest of your army.

Use Control Magic from the Spell Breaker to take control of the Stasis Trap.

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.

Troll Regeneration
Cast Type : Passive
Target Type : No Target
Increases the hit point regeneration rate of Troll Headhunters, Troll Berserkers, Witch Doctors and Troll Batriders.
Regeneration : 1.0 per second
Upgrade: Troll Regeneration
Cost : 100 100  Research Time:  60
Researched at : Barracks (Orc)
 Hotkey : R
Requirements : StrongholdWar Mill
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

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
Mana 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
Mana Reg. Bonus : 0.64
Hit Point Bonus : 80
Spell Learned : Healing Ward

Version History[edit]

Balance Patch History
Patch Version Balance Changes
1.32.6
  • Buff Stasis Trap Ward activation delay decreased from 10 to 9 seconds. Detection radius reduced from 250 to 175. Activation time reduced from 1.0 to 0.5.
1.30.0
  • Buff Increased Regeneration upgrade from 0.8 to 1.0 Hit Points per second.
  • Buff Witch Doctor mana regeneration increased from 0.67 to 0.72.
1.13
1.04
1.03
  • Neutral 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.

References[edit]

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