Necromancer (Warcraft III)
- For necromancer lore, see necromancer.
|Hit points||305 (385*)|
|Hit point regeneration||Blight|
|Hit point regeneration rate||2.00 HP/sec.|
|Mana Regeneration rate||0.67 (1.31*) Mana/sec.|
|Produced at||Temple of the Damned|
|Build time||24 sec.|
|Normal attack:||8.5 avg|
|Movement Speed||Average (270)|
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.
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
- Reduces movement speed by 75%, attack rate by 10%, and damage by 25% of target enemy unit.
- Cripple Counters
Raise Dead (Autocast)
- Raises 2 Skeletons from a target corpse.
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.
- 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.
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.
- 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 50||Temple of the Damned||30 sec.|
- 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 100 150 Temple of the Damned Necromancer Adept Training, Black Citadel 45 sec.
- Skeletal Longevity
- Increases the duration of raised Skeleton Warriors and Skeletal Mages by 15 seconds.
|Research Cost||Researched At||Upgrade Time|
|50 75||Temple of the Damned||15 sec.|
- Skeletal Mastery
- Causes one of the two skeletons created by Raise Dead to be a Skeletal Mage.
|Research Cost||Researched At||Requirements||Upgrade Time|
|200 100||Temple of the Damned||Black Citadel||30 sec.|
- 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.
- He's voiced by Michael Bell.
|Patch 1.31.0 (05/28/2019)|
|Patch 1.19 (09/18/2005)|
|Patch 1.15 (05/11/2004)|
- 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%.