In the regular game of Warcraft 3, summoning units such as water elements and tree people can make the player's early leveling easier; summoning units such as ghost wolves and pocket factories can easily limit the expansion of the opponent's base; hellfire and vengeance can make the player have a certain disadvantageous flipping ability. All of the above is to show the player the powerful role of summoning units in the battle map of Warcraft 3. This time, let's take a look at all the offensive summoning units that can be used in the regular battle map.
Terran chapter
Water Element: When it comes to attacking summoning units, the first thing that most players think of must be the water element summoned by the Terran Grand Mage. After all, level 1 has 500 health points and 19 to 23 piercing attack damage water elements, both in terms of output ability and damage bearing ability have a very good performance. With the increase of the Grand Mage's level, the Level 2 Water Element, which has 625 health points and 33 to 41 piercing attack power, and the Level 3 Water Element, which has 825 health points and 44 to 52 piercing attack power, also perform well in suppressing opponents and on the frontal battlefield (Note: Level 1 Water Element is 0 Heavy Armor, Level 2 is 1 Point, and Level 3 is 2 Points). Unfortunately, with the decrease in the amount of water elemental health and the weakening of the brilliant aura effect, today's Terran players pay more attention to the level of the brilliant aura, and the water element of level 2 and 3 appears less.
Phoenix: Summons the export king of mobs, which has 61 to 75 magic attack power, and the attack also has a splash and burn effect, and the attack can splash and burn enemies, dealing good damage. The fly in the ointment, that is, the phoenix that seems to have 1250 health points, 1 light armor, and magic immunity and resistant skin, will be affected by its own burning and continue to lose blood, and when it enters the nirvana state, it will become a fragile unit with only 200 health points and 0 heavy armor. Since the Blood Mage itself is not in the regular starting hero sequence of the Terran Race, and occasionally appears as a two- or three-shot auxiliary bit, the appearance rate of Phoenix, a summoned creature that requires Blood Mage level 6, has also decreased a lot.
Orcs
Ghost Wolf: As prophet headhunters became the mainstream tactical system of the orcs, the attention of the ghost wolf increased a lot. Although level 1 ghost wolves only have 250 health, 11 to 12 normal attack damage, and 0 heavy armor, the Prophet can summon 2 heads at a time, which still allows them to greatly improve the comprehensive combat ability of the beasts in the early stages. After the Ghost Wolf became level 3, 500 health points, 21 to 22 ordinary attack power combined with stealth and fatal blow skills, and once became the pioneer officer of the beast tribe, whether it was used to harass opponents in two lines or to detect enemy dynamics. What players like most is the ghost wolf's anti-summon setting, which allows this seemingly fragile unit to continuously harass opponents without giving experience points to their opponents after being reasonably arranged by the player.
Venomous Snake Junction: The Venomous Snake Junction (Snake Staff) has very little health (level 90, level 2 165, level 3 200), and it cannot move itself, but level 1 has 14 to 16 piercing attack power, level 2 reaches 27 to 30 piercing attack power, and level 3 has a powerful output ability of 48 to 52 piercing attack power, which with its own magic immunity frontal characteristics, still makes this summoning unit have an extremely strong performance in the process of position warfare. Coupled with the extremely low cost of summoning blue, it was once used as the main output point of the orcs against the night elves, and even after the experience points provided were greatly increased, many orc players were still reluctant to give up.
Static Trap: While it cannot be moved like the Viper Junction, the Static Trap can only be passively triggered, but it is an invisible unit that can enter a stun state that lasts for 6 seconds while causing damage, which is still the strong point of this summoning unit. It's just that because the beast's blue replenishment ability itself is relatively weak, the blue consumption of the static trap is as much as 100 points each time, and the master-level witch doctor only has 150 blue points on his body when he walks out of the soul hut, so it is not much when he can see the stagnation trap in actual combat. It should be noted that although the static trap needs to be passively triggered, when the player can freely choose the placement location, the reasonable placement in the team battle can also play a good effect, so it can still be regarded as an offensive summoning unit.
Undead
Skeleton Warrior: A low-level undead unit that can be summoned by both the Psychic Wand (Skull Wand) and the Psychic in the Undead Player Shop, which is not very strong in its own attributes, and will be restricted to death by the dispersed units in actual combat. However, because it is extremely cheap, 150 gold can be summoned 4 times to buy a family of skeleton sticks, 2 at a time, a total of 8 at the same time, the summoned skeleton warriors can also enjoy the combat effectiveness brought about by the attack and defense level blessing of the undead technology. In addition, because it can cooperate with hero skills to achieve the effect of returning blood and returning to blue, skeleton warriors are the most frequently used summoning units in the entire Warcraft 3. It should be noted that skeleton warriors are generally used to summon them with skeleton sticks.
Skeleton Mage: Another skeleton unit summoned by the Undead Psychic, although their name is "Mage", their attack attributes are the same as many of the early Mage Units in Warcraft 3, rather than the magic attack power of today's common mage units. It should be noted that because this unit is too fragile like the skeleton warriors, it basically appears in the skeleton sea tactics that are extremely easy to be limited in actual combat, so the frequency of occurrence is not high.
Carrion Beetle: The Crypt Lord's summon, which is what we often call Xiao Qiang, level 1 has 8 to 9 normal attack damage and 170 health; level 2 has 15 to 18 normal attack damage and 300 health; level 3 has 22 to 27 normal attack damage and 440 health (armor is 2 heavy armor, and can drill the ground after level 2). Although the attribute is not very high, it can be permanent and can have up to 6 reasons, and the popularity is not low.
Hellfire: Hellfire with 1500 health, 49 to 60 Chaos Attack, and 6 Heavy Armor, hellfire with three skills of permanent sacrifice, magic immunity, and resistant skin, is definitely a ceiling-level presence in summoning mobs. It is worth mentioning that in addition to its own powerful comprehensive ability, when the Dread Demon Lord summons the Hellfire, it can cause a stun of up to 4 seconds to enemies within range, which is also one of the reasons why this summoning creature is powerful. Since the appearance rate of the Dread Demon King is not very high, there are really not many times when hellfire can be seen in actual combat.
Night elves
Treeman: An elven unit summoned from the woods by the Jungle Guardian with a constant stat of 300 health, 15 to 17 normal attack damage, and 0 armor. Its own attributes are not high, and as the skill level increases, it only simply increases the number of summons. However, the units used to assist heroes in leveling up or rounding up opponents in the early and middle of the game are still good.
Vengeance and Soul of Vengeance: Summoned by the Watchmen's Big Move, the Vengeful God has 25 to 36 normal attack damage, 1200 health, 400 mana and 2 heavy armor, with magic immunity, resistant skin and vengeful soul 3 skills. Although its range is only 450, its health of 1200 makes it difficult to kill, and it only needs to consume 25 mana points to summon an invincible vengeful soul from the corpse, giving it an extremely powerful battlefield performance. No matter how powerful the unit, it can't defeat the invincible unit, which is an important reason why the Vengeful Soul can help the Night Elf turn over in the later stage.
neutrality
Giant Bear: A powerful melee unit summoned by the Beast King, with 600/900/1200 health, 19 to 21/28 to 30/38 to 40 attack power, additional slash skills at level 2, and flashing skills at level 3. Due to the strong ability of the front row, the dispel skills have now been weakened for some reasons, and the giant bear has become the most commonly used summon of the Beast King.
Porcupine: Has 425/515/600 health, 13 to 15/26 to 30/39 to 45 puncture attack damage, fanatical skills at level 2, and range damage at level 3. The Beast King's most powerful ranged summons have a very good effect on suppressing the Beast Cave in the past when fighting the Beast Clan.
Warhawk: The only air summoner, level 1 has 300 health and no attack damage, level 2 has 450 health and 21 to 25 attack damage, and level 3 has 650 health and 48 to 57 attack damage, with stealth skills. Although this summoning unit needs to wait until level 2 to have the ability to attack, because it is a very good maneuverability of the air unit and has the true vision skill, it is still very effective for detecting and restricting the opponent's stealth unit. In the past, when the Terrans and Night Elves faced the Beasts, many players liked to use the War Eagle summoned by the Beast King to limit the play of the Sword Saint.
Pocket Factory & Clockwork Goblin: Pocket Siege itself has no attack power, but constantly summons Clockwork Goblin. Although the attack power of the Clockwork Goblin is not high, while the Katsumi Factory will continue to summon, it will directly explode when it dies, causing damage to surrounding units. The existence of these two units is also the key reason why the Goblin Tinkerer can easily contain his opponent in a regular match.
Lava Minions (Little Fire Demon): Somewhat similar to the water element summoned by the Great Mage, except that the fire element has a lower health value and less stable attacks (the upper limit of the small fire demon's attack is higher than that of the water element, but the lower limit is also lower than the water element). However, with the continuous attack, it will split into two small fire demons, and the suppression ability is very powerful. In the classic Terran tower Rush tactics, there will be a classic fire magic tower, and the root cause lies in the splitting ability of the little fire demon.
Doomsday Guardian: An extremely powerful summoning unit with 41 to 48 air attacks, 35 to 42 ground attacks, 1600 health, 500 mana, and 3 heavy armor, with 5 skills: Dispel Magic, War Trampling, Cripple, Rain of Fire, and Resistant Skin. Although the comprehensive ability is not as good as hellfire, the Doomsday skill summoned by it cannot be used against hero units, but as long as it can appear in actual combat, the combat effectiveness should not be underestimated.
Dark Slave: A special undead unit that can be summoned from a corpse after the Dark Ranger uses the Black Eclipse Arrow to kill the unit, and its combat power is not much different from the skeleton warriors of the undead clan. In general, it will only appear in large numbers on maps where there are a large number of small monsters on the map, and the Dark Ranger can easily kill and transform into dark slaves.