User:RoSeeker/Night Elf Basics Guide
From Wikipedia, the free encyclopedia
This is a placeholder for a Warcraft III: The Frozen Throne guide on Night Elf.
Comment in discussions with section as heading. I encourage any submissions of sections, ideas, and strategies, as long as its usage can be verified on high level play.
[edit] Night Elf Basics Guide
<edited out mindless profanity> <Image>
[edit] Introduction
Night Elves are a versatile and popular race, with many starting options, good mobility/harass, and varied hero usage. A disproportionate amount of the amateur semi-pro players are Night Elf players, and it is also a popular choice among beginners, since once one has gotten over the short learning curve, Night Elf playing becomes instinctual, and it becomes more finesse and timing than actual learning.
Nonetheless, due to the large amount of options available to Night Elf players, it will take a while to unlock their full potentials. Truly, well executed cookie cutter builds are very effective even on a professional level, but the difference between great players and decent ones is the ability to know when to deviate from the norms.
This guide will explore the popular standard strategies, as well as some of the common specific strategies which may become effective when the situation arises. The guide will begin with the basic concepts of Night Elf playing, a break down of hero and unit usage, and then the difference in different matchups.
The guide will then explore the specific starting orders and intricacies of specific strategies, and end with a summary of maps and additional resources.
[edit] Basic Concepts
=
[edit] Moon Well Management
Moon Wells can replenish the health and mana of allied units. Each has a storage of 300 energy by default, and have 100 energy when produced. The energy is referred to colloquially as “Moon Juice”, and recharges at night. The “Well Spring” upgrade doubles this recharge rate, and increases carrying capacity by 150, which synergizes well with Moon Stones (see below). The upgrade is relatively cheap [75/150], and is researched in most games once Tier 3 is reached.
Moon Well placement is of course related to the ideas presented in the base positioning section, but having them in accessible areas (near the rim of the base or where Gargoyle harass may occur) would also be beneficial. Moon Wells, like all buildings, are susceptible to being cancelled while in construction, however, particularly the second moon well in close spawn positions, so be wary, as it may slow down the chosen build order significantly.
It is important to note that the efficiency is decreased when used on a unit/hero with a higher capacity, and as such, most player will drop Intelligence (Intel) and Strength (Str) items off from their heroes for a moment before they use the Wells. Similarly, there is no need to morph Bears prematurely if you are still recuperating.
When surviving pushes, especially late T1 and early T2, Well energy is essential. As such, it is important to conserve energy from the wells for emergencies. Moon Wells sometimes allow NE players to risk more with hero harass, whereas heroes such as Death Knights have no means of healing, and Human Scrolls are expensive and easily cancelled, Night Elf heroes, particularly when armed with Boots of Speed, can easily survive with a trickle of health, but this wider margin of error sometimes causes players to act recklessly and lose them the game, as a NE player is very susceptible to straight up pressure if Wells are dry, and they do not have a strong standing army.
=
[edit] Wisp Management
Wisps are weak, but for good reason. They are very useful even late into the game. Just as peons are often used to body block and Spirit Link late into the game, wisps can be used to take out mana from a large group of caster and to dispel said Spirit Link and other buffs, and even weaken summons.
The section before already covered defending wisps from BMs and melee, and this section will focus on how to use them more actively. As a worker, a wisp will be your first scout, and while players do scout with units such as spare dryads and, in rare occasions especially at night, archers, wisps are often used even late in the game, mostly because they can be useful and harvest wood while watching an area, and because they can detonate if found.
Detonate is one of the most valuable abilities for Night Elf, and it makes many early rushes against Night Elves ineffective. For instance, a well placed detonate can cancel a blight bag if a player plans to tower rush with Undead. Detonating on Water Elementals (Wellies) and an Archmage or Skeletons and a Death Knight will more than pay for itself.
Early on, detonate can soften up Wellies and destroy Skeletons, as well as reduce enemy mana, but another reason to detonate is to deny experience. If a scouting wisp is found by an enemy and cannot escape, try to detonate near an enemy caster, so the enemy does not gain experience. Another trick is to detonate while a nuke, such as a Death Coil, is in the air, wasting the hero’s mana twice through both the cast and the detonate. Another trick is to build a moon well just as it hits, causing the spell to fizzle and forcing the enemy to either give up or use another nuke. For either, it is important to time it so it is done while the spell is in the air, or else the enemy won’t waste mana. For reference, it takes a death knight one hit before the coil to dispatch it.
Having wisps around the map allows you to keep track of enemy movement, but also helps. A well placed detonate while the human player is militia creeping a difficult camp, for instance, may be enough to cause him to lose peasants. Having wisps around also allows you to gather wisps for emergency, such as to deal with summons, make an impromptu tower push, to block an opponent’s retreating or chasing hero, or even to make a wisp surround.
At the same time, it is important to remember that wood is vital for teching, placing T2 buildings, and buying a second hero, however, and as such one should conserve wisps when possible; it takes several wisps to take down a level 2 water elemental, but a wisp cost 60 gold each. A water elemental costs nothing. If one is capable of exploiting the situation, it may well be worth it, but if it is done randomly, or if the AM denies the kill, even, then it could be a waste of resources.
[edit] Nightfall and Moonstones
Moonstone, well spring, ultravision, hide.
[edit] Staff of Preservation and Other Items
[edit] Heroes
[edit] Demon Hunter
<Image> See Standard + Tri
[edit] Warden
<Image>
[edit] Priestess of the Moon
<Image>
[edit] Keeper of the Grove
<Image>
[edit] Pandaren Brewmaster
<Image> A very powerful later game hero vs ALL matchups but especially when vsing a UD player who likes to mass gargs. Commonly used as a 2nd hero in combination with almost any hero. Get him to level 3 as fast as possible, and he'll tear any army up. Not so commonly used as a first hero, but still seen. One of night elves most used heroes in the game apart from DH and naga. - GREY from BA.
[edit] Naga Sea Witch
<Image>
[edit] Beastmaster
<Image>
[edit] Dark Ranger
<Image>
'omg i hate this hero when i play vs elf' - commentary of experienced human See DR BO
[edit] Goblin Tinker
<Image>
See Tri Hero Push
[edit] Pitlord
<Image>
Vs Towers, 2v2s
[edit] Firelord
<Image>
viable as a second or third hero when going for mass summons.
S
[edit] Units
[edit] ==
[edit] Solo Starting Build Orders
[edit] Matchups
[edit] Night Elf Mirror
See Hunt Push, Standard, Tri Hero
[edit] Undead
<Image>
S
[edit] Human
<Image>
[edit] Orc
<Image>
S
[edit] Specific Strategies
[edit] Archer-Talons Mass
<Image>
[edit] Standard Archer Dryad Bears
<Image>
[edit] Tri Hero Talon Push
<Image>
[edit] Dark Ranger
<Image>
[edit] Asia Bears
<Image>
[edit] Dual AoW Hunt Rush/Push
<Image>
[edit] Warden Archer Hunts
<Image>
[edit] 2v2 Strategies
[edit] 2v2 Basics
[edit] Night Elf Undead— Meet Your Makers: Susiria, Lucifer
<Image>
[edit] Hero Selection
Death Knight > Lich/Naga > Dreadlord/Dark Ranger/Lich Priestess of the Moon
[edit] BLAH
[edit] BO
[edit] TIMING
[edit] RESPONSES
[edit] Strength, Weaknesses, and Counters
[edit] Keeper Priestess Huntress Push
<Image>
[edit] Hero Selection
Keeper of the Grove Priestess of the Moon
[edit] BO
[edit] TIMING
[edit] RESPONSES
[edit] Strength, Weaknesses, and Counters
[edit] Others
Please Submit~
[edit] Maps
[edit] Twisted Meadows
[edit] Turtle Rock
<Image>
[edit] Echoe Isles
<Image>
[edit] Terenas Stand
<Image>
[edit] Secret Valley
<Image>
[edit] Lost Temple
<Image> Orc Temple
[edit] Professional Players and Sources
[www.wcreplays.com]
[war3.replays.net]
(PRIVATE AUSTRALIAN SERVER)
[pvpgn.boredaussie.com]
GOOD Night Elf PLAYERS TO LOOK OUT FOR:
Moon
Remind
Soju

