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Dreadlord (Warcraft III)

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For Dreadlord lore, see Nathrezim.


Dreadlord Anim.gif

Race Nathrezim
Faction Undead Scourge
Hit points 600 (1150*)
Hit point regeneration Always
Hit point regeneration rate 1.00 (2.13 avg*) +2.00 on Blight HP/sec.
Mana 270 (600*)
Mana Regeneration rate 0.91 (2.04*) Mana/sec.
Gold 425 Gold
Lumber 100 Lumber
Food 5 Food
Produced at Altar of Darkness
Build time 55 sec.
Hotkey E
Normal attack: 27 (49*)
Range Melee
Attack type Hero
Cooldown 1.48 (1.30*) sec.
Weapon type Normal
Armor Type Hero
Armor 3 (6*)
Day Sight 180
Night Sight 80
Movement Speed Average (270)
Sound Set HeroDreadLord
Hero Parameters
Primary Attribute Strength
Strength Infocard-heroattributes-str.png 20 (+2.5/level)
Agility Infocard-heroattributes-agi.png 16 (+1/level)
Intelligence Infocard-heroattributes-int.png 18 (+2.5/level)
This article or section contains lore taken from Warcraft III: Reign of Chaos, Warcraft III: The Frozen Throne, the manuals, and/or official bonus maps.

Dreadlords are incredibly powerful demons who wield the powers of darkness and mental domination. These cunning, malefic beings once served as the demon Kil'jaeden's most trusted lieutenants. Yet, at Kil'jaeden's request, the vampiric Dreadlords were sent to watch over the Lich King Ner'zhul, and ensure that he carried out his orders to sow chaos in the mortal world. Though Dreadlords have been known to revel in the gore of single combat, they generally prefer to manipulate and beguile their enemies from the shadows.


Level Attack (Ground/Air) Armor Strength Agility Intelligence Hit Points Mana
1 22-32 [27 avg]/None 3 20 16 18 600 270
2 24-34 [29 avg]/None 3 22 17 20 650 300
3 27-37 [32 avg]/None 3 25 18 23 725 345
4 29-39 [34 avg]/None 4 27 19 25 775 375
5 32-42 [37 avg]/None 4 30 20 28 850 420
6 34-44 [39 avg]/None 4 32 21 30 900 450
7 37-47 [42 avg]/None 5 35 22 33 975 495
8 39-49 [44 avg]/None 5 37 23 35 1025 525
9 42-52 [47 avg]/None 5 40 24 38 1100 570
10 44-54 [49 avg]/None 6 42 25 40 1150 600

Hero names

Terrordar, Nerothos, Bleakill, Necros, Fearoth, Dethecus, Maldibion, Nochthitus, Gholbine, Rashgarroth, Aramachus, Zilfallon, Lorthiras, Zenedar, Mullioch, Algammon, Banehallow, Ven'Gyr.


The Dreadlord is one of the most popular Undead heroes because of his massive versatility, especially in team matches. Though he is classified as a melee (Strength) Hero, the Dreadlord possesses one of the highest mana pools and intelligence growths. In single matches a Dreadlord isn't as powerful due to his lack of support to an Undead army compared to a Death Knight or Lich.

Dreadlords should always be paired with Ghouls during the early/mid-stage of the match, as they benefit the most from his skills. Alternatively, players may opt for Gargoyles instead of ghouls, although this takes some time to start up.

Carrion Swarm is the Dreadlord's killing capability, as it deals a good amount of damage against ranged units, including aerial that the Dreadlord cannot normally attack without the assistance of an orb. However, it should be the last skill invested into, unless an ally is also using the Dreadlord or ranged armies are being built due to its somewhat low damage which is further damaged if it hits more units.

Sleep is arguably his most useful skill, as it allows him to temporarily disable an enemy unit. Though it is almost negligible at first, level 3 Sleep is extremely powerful because of Sleep's naturally fast cooldown, low mana and prolonged duration regardless of whoever the Dreadlord targets.

Vampiric Aura is a powerful aura, especially when used in team matches and teammates are bringing in any melee unit, be it ground or aerial. At level 3, units under the aura's effect will restore almost half of the damage they deal onto enemies. This skill should take second priority over Sleep because of its usefulness with melee units; Gargoyles become incredibly dangerous because most of the damage they'll take will be negated due to their strong melee attacks. If no melee units are being made, invest into Carrion Swarm instead.

Inferno, as the name suggests, summons an Infernal. It is a powerful creep that deals chaos damage, has spell immunity and permanent immolation. Upon making impact with the ground, all nearby ground units are temporarily stunned, and all nearby ground units and buildings take impact damage. The impact also destroys trees, though this usually has no significant purpose. Inferno can interrupt summoned abilities, and also allows for killing potential with other Heroes.

Spells and abilities

Carrion Swarm

Sends a horde of bats to damage enemies.
Cooldown Mana Cost Range Area of Effect Allowed Targets
10 sec. 110 70 10 Air, Ground
Level Effect Hero Level Req
1 75 damage per unit, max 300 1
2 125 damage per unit, max 600 3
3 200 damage per unit, max 1000 5

Carrion Swarm can cause great damage to enemy units, especially low hit point units such as ranged units and casters. While many players prefer Sleep, Sleep can only put an enemy unit out of action for a limited time. Also enemy players can just wake up their unit that has been slept. Carrion Swarm on the other hand can noticeably take a large chunk out of the enemy.

Carrion Swarm is also useful if another allied Dreadlord in the game is using Vampiric Aura. That frees up some points you can place in Carrion Swarm since they already have Vampiric Aura covered.

Carrion Swarm does not hit wards.


Puts a target enemy unit to sleep. A sleeping unit can be awoken by attacking it.
Cooldown Range Allowed Targets Effect
6 sec. 80 Air, Ground, Enemy, Organic Unit put to sleep
Level Duration Mana Cost Hero Level Req
1 20 (5) sec. 100 1
2 40 (10) sec. 75 3
3 60 (15) sec. 50 5

Sleep is an incredibly powerful spell. Good use of Sleep can help determine the outcome of the game. Use Sleep on enemy Heroes to put them out of action. Use Sleep on Heroes that are attempting to run away. Surround them with your Ghouls or Abominations then attack them once they are trapped. Cast Sleep on the most powerful enemy units to take them out of the battle. This can often turn the tide of the battle in your favor.

Cast Sleep on the most powerful Creeps before attacking them, though it will not last as long, it adds precious seconds to save your units. You can cast Sleep again on the enemy after they have awoken. This is truly one of the most annoying spells to the enemy. This spell is even more powerful with multiple allied Dreadlords. They can put a whole army to sleep!

Use Sleep on Heroes trying to cast spells that must be maintained such as Blizzard, Death and Decay, Tranquility, Starfall, and Earthquake. This will stop the enemy from casting these spells.

Sleep Counters

The most common way to defeat Sleep is to wake up your unit by attacking it with your own unit. Be sure to stop the unit attacking the slept unit as soon as it wakes up. Sleep becomes less powerful when the enemy attacks their own units to wake them up, but this can still cause control nightmares for the enemy. Sometimes they continue to attack their own units after they are awake. This also shifts their control focus away from attacking you and more on waking up their own units which is in your favor.

An anti-magic shell will also protect the user from being targeted by Sleep.

Night Elves can use the Demon Hunter's Mana Burn or a Wisp's Detonate.

Just kill the Dreadlord. Dreadlords are pretty easy to kill if you surround them with units and trap them from escaping.

Vampiric Aura (Passive)

Nearby friendly melee units gain hit points when they hit a unit.
Area of Effect
Level Effect Hero Level Req
1 Gains 15% of Attack Damage 1
2 Gains 30% of Attack Damage 3
3 Gains 45% of Attack Damage 5

The Vampiric Aura works very well with Ghouls. It is especially useful in large team games with allied Grunts, Footmen, Knights, Tauren, and Bears. The aura also works with aerial units like Hippogryphs due to their melee attack.

Be reminded that Vampiric Aura doesn't work with ranged units so it's not useful with Crypt Fiends or any other ranged units.

Inferno (Ultimate)

Calls an Infernal down from the sky, dealing 50 damage and stunning enemy land units for 4 seconds in an area. The Infernal lasts 180 seconds.
Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
180 sec. 180 sec. 175 90 25 Ground, Structure, Debris, Enemy Creates an Infernal, 4 (2) second stun, 50 damage 6

Inferno is an ability which allows you to summon an Infernal. Infernals have permanent Immolation and do Chaos damage which allows them to do full damage to all armor types including buildings.

Inferno is useful for clearing trees. When the Infernal lands, the trees will automatically fall.

Inferno is useful for casting on an enemy army. It's a great way to spawn in the Infernal because enemy units in the area of effect take damage and are stunned when Infernal lands.

Inferno can be used to interrupt spells that must be channeled.



  • Dreadlord characters in the campaigns were given different colors out of concern that players wouldn't be able to tell them apart.[1]
  • The Dreadlords cannot attack flying units, but can use Carrion Swarm on them. (Not usable against creatures immune to magic, such as Golems).

Patch changes

Patch 1.17 (09/20/2004)
  • Carrion Swarm no longer damages a targeted friendly unit.
  • WC3tFT-logo.png Patch 1.10 (2003-07-03): Carrion Swarm max damage reduced to 300/600/1000 from 375/700/1000 and damage per target reduced to 75/125/200 from 100/150/200.
  • WC3RoC-logo.png Patch 1.06 (2003-06-03):
    • Carrion Swarm max damage increased to 375/700/1000 from 300/550/800.
    • Carrion Swarm no longer hits wards.
  • WC3RoC-logo.png Patch 1.04 (2002-11-04): Sleep duration decreased on Hero units to 5/10/15 from 10/20/30.
  • WC3RoC-logo.png Patch 1.03 (2002-10-09): Fixed an issue with Dreadlord that could cause him to not take damage from Unholy Frenzy if he had the Sleep skill.


External links