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Intro To Night Elves:          Submit A Strategy
The Night Elves are the oldest, and possibly even the wisest, of the Warcraft III races. According to their background, the Night Elves refuse to use magic for fear of once again drawing the dreaded Burning Legion back into the world. Their limited use of magic could end up being the Night Elves primary weakness, but we won't know for sure until we experiment with their units.

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View Night Elf Strats Here!

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Night Elves

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Night Elf Advantages:
 - Many structures can move and attack, as well as eat trees to replenish health.
 - Owls/Scouts are a great tool when researched early and used often. Nice to know what your enemy is up to just by sending out a few.
 - Almost never run low on wood when properly managed.
 - Many units have the shadowmeld ability, which lets them go invisible at night.
 - Moon Wells, which are the Night Elves' food source, can replenish mana and health to friendly units.
 - Have the best array ranged units in the game.

Night Elf Disadvantages:
 - Units only regain health during the night.
 - Must entangle a gold mine before it can be used.
 - Weakest at the beginning of game, so easily rushed.
 - Weakest array of melee units in the game.

Overview of the Night Elves:
Using Your Advantages: The Night Elves have the best, and most complete scouting in the game. It's always good to take andvantage of this ability. If you're using the Priestess of the Moon, it's sometimes a good idea to make the Owl your first skill. This lets you always know where your opponent is early on in the game and lets you know what he's up to. Also, you should always research the sentinals with your Huntresses and place them at key locations around the map. It lets you have a little more time to be ready for an attack, or let's you see where your opponent is vulnerable. Secondly, your Moon Wells are you best friends. Because they can replenish health/mana on autocast, your going to want to make many of these all around your base. It's also a good idea to set them all on autocast because when your being attacked it gives you a big boost against the attack. It's much harder to be killed when you constantly have 8-12 Moon Wells healing you. Another advantage to focus on is your ranged units. Never underestimate the power of Archers! Yes, I've heard it a million times, "Archers suck! They are so weak and they die so easily!" To the view they're looking through, yes, they are easily slain without melee protection. Against Footmen or Grunts, yes they die easily. This is why you need a meat shield, or melee units protecting your archers from direct combat. As a Night Elf player, you should recognize your extreme advantage in ranged combat and use it. You should always have some kind of ranged support in all combats (Archers, Dryads, or Hippogriph Riders against spellcasters). Usually you should start out with Archers/Dryads then later in the game make your archers Hippogryph Riders. At the same time, you should also recognize that ranged fighters need protection and you should remember to play your ranged units smartly. Stay as far away from the battle as possible while still firing.

Countering Your Disadvantages:
First off, the biggest disadvantage of the Night Elves is their weak early game. They are easily rushed because without protection and upgrades, Archers drop like flies. Because of this, you should always make sure to make your first building your Alter of Elders and to make sure to get your hero up quickly. If you think you'll be rushed, you should either go with a Demon Hunter, or a Keeper of the Grove because the Priestess of the Moon is your weakest starting unit. If you have a Keeper of the Grove always get Force of Nature first, because without it, your Keeper will go down. Also, it's good to try to diversify your army right from the start. Try to go with a few Huntresses and a few Archers. Also, upgrade quickly. Archers and Huntresses are much more effective when upgraded. Next, the Night Elves have slow expansions as well. You must first kill of creeps around your mine, build a Tree of Life, and then entangle the mine. Because of this, it's important to try to get your second gold mine as soon as you can. If you're not rushing, creep early!

Night Elf Heros:
Demon Hunter
Demon Hunters make excellent pointmen for just about any melee combat situation. His abilities deal out considerable damage to both melee and magic units, and practically becomes a wall of moving punishment when using Metamorphosis. He is also easy to control; his abilities are easily put to use while his speed and power make it real simple to keep him on the front line of your battle group.

Abilities:


-Mana Burn
This is great for mid-game combat when you need to suck away mana from enemy heros and magic units. Being sure to continually use Mana Burn is important if you want to take full advantage of it. We always like to say "Mana Burn, rinse, repeat".


-Immolation
Immolation 'splash damage' is one main reason to keep your Demon Hunter on the front lines at all times. If you can, try and force the enemy troops into the Demon Hunter while he uses it to damage more enemy units. Good for worker attacks!


-Evasion
This ability is often underestimated because nobody ever builds it up! It is a bad-ass ability that works best when you reach its peak level. So build up some experience, then watch the DH dodge enemy attacks like never before!!!


-Metamorphosis [Ultimate]
We're not playing around when we say this ability makes the DH a walking wall of punishment. Use it either right at the beginning of a fight, or when he is down to about 2/3rds of his health to get the most out of it.


Keeper of the Grove
The Keeper has two extremes: 'very strong' and 'very weak'. Strong, when you focus on keeping him away from the frontline and using his Force of Nature and/or Entagling Roots. Strong, when you use Force of Nature constantly for assaulting enemy work operations. Weak, when you keep him near the front lines of battle. Weak, when you don't protect him, gain levels, and put his abilities to proper use.

Abilities:


-Entangling Roots
'OK' at level 1, but really starts to prove itself useful once it reaches level 2. Works well on escaping units you want to kill off, especially heros. No escape baby!!!


-Force of Nature
A force to be reconning with right here. Use this 'hard wood' to help tear up enemy melee forces, and to harass/kill enemy workers. Good for "hit and run" attacks where you don't want to put your real units at risk.


-Thorns Aura
This ability tends only to be useful in the very-early game and late game melees. It also puts the Keeper at risk and puts him too close to the front line. We prefer not wastin' time with TA, unless your enemy uses nothing but melee units.


-Tranquility [Ultimate]
Makes a great counter to enemy spells that damage multiple friendly units. Protect the Keeper while he casts the spell. Try and use it in areas where there is a lot of open space to move as many troops as possible into the healing area.


Priestess of the Moon
The Priestess is a good hero with many talents. Her Scout ability is useful early in the match for rushing, and for scouting opponents. Her Trueshot Aura and Searing Arrows make her a great support for nearby, friendly, ranged units. Once she has aquired Starfall, she can do heavy damage to multiple units and structures. Her weakness is that she has no abilities that hinder powerful enemy units and heros. She also lacks having a pure strength in any particular kind of combat. To sum up the Priestess, she makes a good 'all-around' hero that can be used near the front line or behind it, but don't expect too much 'pure power' out of her until she has leveled up.

Abilities:


-Hide
This ability is useful from time to time, and it's free! Try using a small group to lure an enemy group into an area full of units that are Hiding, or to retreat and save units by Hiding at the right point.


-Scout
Great for finding the location of the enemy base, to see what the enemy is building (allowing you to counter their strategy), and to find and destroy enemy expansions. Scout is useful throughout a match when you 'need to know'.


-Searing Arrows [Autocast]
Searing Arrows is convenient to use with autocast, but doesn't do a whole lot of damage until it reaches higher levels. Once built up, it does damage; and is good against heros and killing workers.


-Trueshot Aura
This ability is effective when doing an Archer rush on the enemy, or if you use a lot of ranged units in combat.


-Starfall [Ultimate]
A powerful spell with many uses. Those uses include: raiding enemy work operations, weakening enemy attack groups, and weakening enemy structures. Keep the Priestess protected while she uses Starfall.


Night Elves vs. Humans:
Heros:
1st choice:
Keeper of the Grove for all his abilities. Entangling Roots and Thorns Aura are the most useful of his abilities, but Force of Nature and Tranquility can also come to be very useful when attacking and defending attacks.
2nd choice: Demon Hunter, mainly for his Mana Burn skill. Mana Burn can be huge when fully upgraded and continually used against your opponent's Archmage. Metamorphasis makes your Demon Hunter nearly unstoppable, and Immolation and Evasion are both very handy abilities as well.
3rd choice: Priestess of the Moon. Because she is mainly focused on ranged attacks, she is the last hero choice when going against the Humans. Using mainly Archers when playing the Humans is suicide because of the Humans' high piercing armor. Her Scout is very handy, but the Demon Hunter and Keeper of the Grove's useful abilites out-weigh the Priestess' severly. Starfall is extremely powerful, but she has to get to level six before she can do you much good.

Strategy:
Going against the Humans is your hardest match. When playing them, scouting your opponent is key to defeating the Humans. Knowing what kind of units your opponent has is the complete influence of the units you make. If your opponent has Knights with Priest back-up for the Heal ability, you'll want to make bears (Druids of the Claw) to counter his knights, and Dryads and Archers/Hippogryph Riders in back to take care of his Priests. If he has Riflemen, make less bears and some Huntresses. Overall, a diverse army and immense scouting are the keys to defeating the Humans, although defeating them is not easily done. Your hardest match as a Night Elf will be against the Humans. Make sure to use the Roar command before taking the bear form with your Druids of the Claw!
 - Marc Beauchamp

Night Elves vs. Orcs:
Heros:
1st choice:
Priestess of the Moon for her ranged attacks. Trueshot Aura and Searing Arrows are the main abilites you'll want to use. Because the Orcs are a slow, but have an increbily strong melee force, you'll want to have some Huntresses to hold of the melee, but put a lot of your focus onto ranged units. Starfall is just beautiful. It's been known to change the outcome of battles by itself.
2nd choice: Keeper of the Grove. Thorns Aura can help a lot when trying to hold off the enemy's melee forces. Entangling Roots can help hold back his strong Tauren and Tranquility's healing power helps to hold off melee troops. Force of Nature is always handy for some free soldiers. Make sure to keep your Keeper away from the line of combat!
3rd choice: Demon Hunter. Althouth the Demon Hunter has a very wide range of ability types, his main focus is on melee attacks. Because the Orcs are a melee powerhouse, you're going to want to take your focus off of melee attacks and onto ranged attacks.

Strategy:
Playing against Orcs should be your easiest battle. A army focused on ranged attacks, with a strong melee shield in the front, is the key to defeating the Orcs. Dryads can be a huge help for beating the Orcish Shamans mainly. With Abolish Magic being autocasted it can help bring down bloodlust's madness. Plus, the poison that the Dryads have can really help to slow and down and kill their melee units with your superior range. Be sure to remember that Dryads and Archers are extremely vulnerable without melee protection. If your opponent builds a lot of towers, you might want to build Chimaeras to bring them down, if it's convenient. Be sure to research Corrosive Breath if you are going Chimaeras. If Chimaeras would be way out of your way, you can just go with Ballistas. Overall, Orcs should be your easiest battle, if you play your units correctly.
 - Marc Beauchamp

Night Elves vs. The Undead:
Heros:
1st choice:
Demon Hunter. The Demon Hunter's Mana Burn and Immolation are some of the keys to defeating the Undead. Mana Burn should be fullly upgraded and used often against the Undead heros, mostly the Lich. Immolation can be handy against all Undead units. Ghouls and Necromancers especially, because with it, the Demon Hunter can almost 1 hit K.O. them. Evasion should be the last ability concentrated on. Metamorphasis makes your Demon Hunter practically unbeatable.
2nd choice: Priestess of the Moon. When going against the Undead it's good to have an equilly balanced army of both melee and ranged attacks. The Priestess' abilities help greatly with the ranged attacks.
3rd choice: Keeper of the Grove. Him being easily slain cancels out his useful abilities when going against the Undead. If you do in fact go with a Keeper of the Grove, make sure to pay close attention to him and to keep him out of battle. Be ready to revive him at least 2 or 3 times if you do use him.

Strategy: When playing against the Undead, a balanced and diverse army is the best way to go. Scouting is useful because it can help determine what units you want to make. If your opponent is planning a Ghoul flood (Necromancers and Ghouls) then go with a balance of Huntresses and Archers. Hippograph Riders with Dryads also work well against a Ghoul flood. Get your Dryads to take out his Necros. If your opponent has Frost Wyrms, go with an almost completely ranged army, both Hippogryph Riders and Archers and be sure to get your Priestess of the Moon level up. If your opponent has Abominations, you're going to want to use a strategy similar to one you'd use against the orcs. Hold the Aboms off with a few bears and Huntresses while pounding him with your ranged forces.
 - Marc Beauchamp

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