Necromancer (Warcraft III)

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For necromancer lore, see necromancer.

Necromancer

BTNNecromancer.png
NcWC3.gif

Race Human
Faction Undead Scourge
Statistics
Hit points 305 (385*)
Hit point regeneration Blight
Hit point regeneration rate 2.00 HP/sec.
Mana 200 (400*)
Mana Regeneration rate 0.67 (1.31*) Mana/sec.
Level 2
Gold 145 Gold
Lumber 20 Lumber
Food 2 Food
Produced at Temple of the Damned
Build time 24 sec.
Attacking priority 8
Hotkey N
Collision Size 16
Combat
Normal attack: 8.5 avg
Range 60
Attack type Magic
Cooldown 1.8 sec.
Weapon type Missile
Armor Type Unarmored
Armor 0
Day Sight 140
Night Sight 90
Movement Speed Average (270)
Sound
Sound Set Necromancer
WC3RoC-logo.png
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.

Though they retained their Humanity after making a pact with death, Necromancers became the most terrifying agents of the Scourge. These dark, insidious men were once thought to be aspiring geniuses by the Magocracy of Dalaran. However, their insatiable lust to delve into the secrets of the dark arts drove them to forsake their very souls. Ner'zhul, the Lich King, granted these malevolent sorcerers true power over the dead in exchange for their loyalty and obedience. The shadowy Necromancers have the power to command various types of Undead and even spread the foul undead plague as well.

Information

Necromancers are very popular among experienced undead players as they can raise lots of Skeletons to support your existing troops. If the enemy doesn't have Destroyers, then the sheer amount of skeletons can overwhelm enemies, especially during early or mid-game when Heroes are not of a high level.

Necromancers should be used with Meat Wagons loaded with corpses so the Necromancer can immediately summon skeletons to aid in battle. They should also be paired with Obsidian Statues to restore lost mana, as they'll be using a lot of mana in any fight.

Keep Necromancers in the back and well protected. Punish enemies that try to target them with Cripple, and run them away from the heavy aerial units.

Spells and abilities

Cripple

BTNCripple.png
Reduces movement speed by 75%, attack rate by 10%, and damage by 25% of target enemy unit.
Duration (Hero) Cooldown Mana Cost Range Allowed Targets Effect
60 (10) sec. 10 sec. 85 60 Air, Ground, Enemy, Organic Movement Speed -75%, Attack Rate -10%, Damage -25%

Cast this spell on extremely powerful units like Frost Wyrms and Tauren to weaken them significantly. Don't cast the spell with any Dryads nearby or the spell will go to waste.

Cripple Counters

Use Dispel.

Raise Dead (Autocast)

BTNRaiseDeadOff.png
Raises 2 Skeletons from a target corpse.
Duration Cooldown Mana Cost Range Allowed Targets Effect Requirements
40 sec. 8 sec. 75 60 Dead Raises 2 Skeletons Necromancer Adept Training

Once the Skeletal Mastery upgrade is researched, Raise Dead will raise 1 Skeleton Warrior and 1 Skeletal Mage per corpse.

This spell is not on by default. This is to prevent the Necromancer from raising Skeletons from the Graveyard after he is created wasting his mana if you happen to build your Graveyard next to the Temple of the Damned. It's recommended to keep the spell set off so he can reserve mana for his more powerful spells.

Skeletons initially last 40 seconds. Research Skeletal Longevity to increase their time 15 seconds to a total of 55 seconds.

Tip: Raise Dead yields the same result regardless of what type of corpse it is cast on. If you have a Death Knight on your team, save powerful corpses for Animate Dead. You can kill a critter and get the same result from Raise Dead on its corpse as you would on, say, a Tauren, or an Abomination. Raise Dead prioritizes lower-ranked corpses first; for example, a critter corpse will take priority over a Ghoul's.

Skeleton counters

Use Dispel. If not available, target the Necromancers if they can't be reached, or use AoE abilities and skills to clear the skeletons.

Unholy Frenzy

BTNUnholyFrenzy.png
Sacrifices a friendly Undead unit, causing all nearby non-mechanical units to go into a frenzy, increasing their attack speed by 50% but causes them to take 3 damage per second. Lasts 45 seconds.
Duration Cooldown Mana Cost Range Allowed Targets Effect Requirements
45 sec. 1 sec. 175 50 Air, Ground, Organic Unit takes 3 damage/sec, 50% attack speed bonus Necromancer Master Training

Previously this spell was an Adept-tier spell which could be targeted on a single unit to increase their attack speed by 75% at the cost of 4 hitpoints per second. Now, the player needs to kill a friendly Undead unit to cause other units to become affected, make sure you have several skeletal warriors, mages or Carrion Beetles on hand as fodder for the spell, as all Undead units provide the same effect and duration. The frenzy has a small area of effect around the sacrificed unit, so make sure key units are nearby so they benefit the most from the spell. The Necromancer cannot cast the spell on himself (as it would kill him, but another friendly Necromancer can cast it on him) and on friendly Undead heroes.

Beware - Unholy Frenzy now affects enemy units in range, so make sure you don't give Unholy Frenzy to them either. If there is a concern of the spell going to enemy units, bring a few Destroyers to rob them of the buff and use as mana for their own, or target them with Cripple before targeting them if you don't want your Destroyers to steal them. Allied Spell Breakers can also work for this purpose.

Unholy Frenzy stacks with Bloodlust, so try to use it on units affected by Bloodlust so they have 90% increased attack speed.

Unholy Frenzy works very well in combination with the Dread Lord's Vampiric Aura on Abominations and other advanced melee units and on melee heroes such as the Dread Lord. Vampiric Aura will help heal the damage of the Unholy Frenzy for any melee units given it.

Counters

Use Dispel.

Upgrades

BTNNecromancerAdept.png
Necromancer Adept Training
Increases mana capacity by 100, mana regeneration rate by 30%, hit points by 40, and gives them the ability to cast Raise Dead.
Research Cost Researched At Upgrade Time
100 Gold 50 Lumber Temple of the Damned 30 sec.
BTNNecromancerMaster.png
Necromancer Master Training
Further increases mana capacity by 100, mana regeneration rate by 30%, hit points by 40, and gives them the ability to cast Unholy Frenzy.
Research Cost Researched At Requirements Upgrade Time
100 Gold 150 Lumber Temple of the Damned Necromancer Adept Training, Black Citadel 45 sec.
BTNSkeletalLongevity.png
Skeletal Longevity
Increases the duration of raised Skeleton Warriors and Skeletal Mages by 15 seconds.
Research Cost Researched At Upgrade Time
50 Gold 75 Lumber Temple of the Damned 15 sec.
BTNSkeletonMage.png
Skeletal Mastery
Causes one of the two skeletons created by Raise Dead to be a Skeletal Mage.
Research Cost Researched At Requirements Upgrade Time
200 Gold 100 Lumber Temple of the Damned Black Citadel 30 sec.
BTNPackBeast.png
Backpack
Gives the ability to carry up to two items. Items carried by the unit will be dropped upon death.
Units can not use or gain benefits of items that they carry.
Research Cost Researched At Requires Upgrade Time
50 Gold 25 Lumber Townhall-type Structure Player-built Shop 20 sec.

Quotes

Trivia

Patch changes

Patch 1.31.0 (05/28/2019)
  • Necromancer reworked.
  • Cripple is now the default spell, with its potency reduced from -50% attack speed to -10% and -50% damage to -25%.
  • Raise Dead is now an adept-tier spell.
  • Unholy Frenzy is now a master-tier spell, and sacrifices an Undead unit to provide its effects. Potency also reduced from 75% attack speed and -4 health per second to 50% attack speed and -3 health per second.
Patch 1.19 (09/18/2005)
  • Skeletal Longevity research time reduced to 15 seconds from 30 seconds.
  • Skeletal Mastery research time reduced to 30 seconds from 45 seconds.
Patch 1.15 (05/11/2004)
  • Build time reduced to 24 seconds from 30 seconds.
  • Skeletal Longevity now costs 50/75, down from 100/75,
and can be researched in 30 seconds, down from 60 seconds.
  • Necromancer Adept and Master training now take 30 and 45 second
to research, down from 60 and 75 seconds.
  • Raise Dead cooldown increased to 8 from 5.
  • Unholy Frenzy cooldown increased to 1 from 0.
  • WC3RoC-logo.png Patch 1.06 (2003-06-03): Most spellcasters (Sorceress, Priest, Shaman, Witch Doctor, Necromancer, Banshee, Druid of the Talon) have been re-balanced. In general, units with piercing damage rip up spellcasters, while basic melee units, such as Ghouls or Footmen, are weak against spellcasters. The specific changes to the units in question are:
    • They have a new armor type, unarmored, which takes bonus damage from siege and piercing attacks.
    • They also have a new damage type, magic, which does reduced damage to fortified and hero armor, but does bonus damage against medium armor.
    • They had their damage adjusted, typically downwards.
    • They no longer gain damage as they go up in level, and gain less hitpoints as they go up in level (but start with more hitpoints when initially built)
    • Many autocast buffs and debuff costs reduced.
    • Casters, including Dryads, have had their mana regeneration rates boosted by 30%.

External links