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Last update:21 February 2020
In this chapter you will learn more about the units of Human faction.
The Alliance consists of many useful units.
In the ranks of this army you will encounter not only Humans, but also Dwarves and Night Elves.
The Night Elves serve as support of your armies.
By playing as Humans you could quickly expand your base and establish a strong economy without much effort.
You have 13 units at your disposal.
Also, you might develop numerous upgrades and technologies.
All you have to do is to recruit a few Priests in the Arcane Sanctum.
The units of this faction can easily deal with any incoming threat.
Humans have strong individuals like Knights or Gryphon Riders.
The sorcerers and aforementioned priests provide adequate support during the battle.
Playing as Humans is quite easy and simple.
You will take command of this race at the very beginning of the main story campaign.
This unit is responsible for gold mining and harvesting lumber.
It’s a cheap unit with the lowest upkeep value.
Peasants are essential if you want to expand your base.
The repairs of buildings and mechanical units cost gold and lumber.
This way, you also use up extra gold and lumber, but sometimes speed is more important.
This allows you to set up a temporary defense.
It’s perfect as cannon fodder - short training time, low requirements and costs.
This is usually the first unit used to create a basic melee squad.
After some time, you will replace Footmen with Knights.
Low-cost upkeep is another advantage of Footmen.
They have a lot of health points even despite their low price.
When activated, enemy piercing attacks will cause much less damage.
Also, unit’s movement speed will be significantly reduced.
you might train Riflemen in the Barracks, but only after you have constructed the Blacksmith.
Before the melee units approach the target, the Riflemen will quickly eliminate the enemy from a distance.
This unit has twice as many health points and armor points as Footmen.
Also it deals 2x higher damage in comparison to Footmen.

The downside of this unit is that it’s more expensive and has a higher upkeep requirements.
The Arcane Sanctum allows you to train Sorceresses.
It can attack ground and airborne units, so it will be useful for finishing off weak enemies.
On the other hand, the Sorceress has very few health points and deals rather low amount of damage.
Sorceress may become a powerful ally if you develop all the upgrades and learn how to use her skills.
The affected target moves slower and has a decreased attack speed.
It’s very useful against powerful and resistant enemy units.
Assemble additional ranged units to quickly finish off the enemy before they approach your soldiers.
This spell can be cast automatically during a battle.
Invisibility(2) can be cast on a chosen, allied target that is not a magical unit.
Invisible unit will only attack on your direct command or once it gets detected by enemy forces.
Enemy watchtowers have the ability to spot invisible units.
The downside is the high cost of mana required to use this ability.
The Priest has very few health points and inflicts little damage.
The most important is their basic ability to heal allied units.
Each upgrade gives access to better skills and increases health and mana points.
For a small amount of mana, a Priest can restore 25 health points of selected unit.
This way you might cure all your units during and after the battle.
In a 12-unit team, it is worth having at least 1-3 Priests to treat your units.
The area of effect of this spell can cover several units.
Interestingly, the skill works on allied and hostile units.
It can remove all buffs from enemy units, or negative de-buffs from allied units.
In addition, Dispel Magic deals 200 points of damage to summoned units like Water Elementals.
you could get rid of several weak units at once.
It is also a perfect tool for fighting skeletons, summoned by the Necromancer.
Inner fire(3) is a spell that supports your units.
It increases the damage and armor of selected unit.
It works for a minute and is useful during larger battles.
The Spell Breaker is an unusual ranged unit that can only attack ground units.
It has a lot of health points, and is somewhere between Footman and Knight.
It’s quite a universal unit that has interesting skills.
As one of the very few units, the Spell Breaker is immune to all spells.
Due to this passive ability, only physical attacks can cause damage to this unit.
It’s a perfect solution against mana based units, sorcerers and hostile heroes.
In addition, all Blacksmith bonuses (armor and attack upgrades) can enhance the Spell Breaker.
The Spell Breaker is only available in the expansion set campaign and during the multiplayer games!
Or takes a negative buff from a friendly unit and applies it to a nearby enemy unit.
It’s useful during large skirmishes when the enemy has some magical units.
Control Magic(2) is a spell that allows you to take control of a summoned enemy unit.
This way you are able to capture enemy warriors and turn them against their previous owners.
The cost of mana depends on the number of health points of the target.
The Flying Machine is the basic flying unit of the Human race.
At first, it can only attack flying units.
It has a small training price and only needs 1 point of upkeep.
when you land developed True Sight, you will detect all units that are invisible, hidden or buried.
In later battles, it is worth adding 1-2 enemy detection units to the army.
The primary siege unit of the Human faction is the Mortar Team.
A unit consisting of two dwarves is a typical building destroyer.
It deals heavy damage and has a siege attack pop in.
Mortar Teams have a siege punch in of attack.
You have to protect the Mortar Teams because they have low amount of health points.
it’s possible for you to enhance this unit with additional skills.
Flares will allow you to discover a large area of the map for several seconds.
The Siege Engine is a strong unit used to destroy the enemy buildings.
It has fortified-bang out armor (like most buildings) and siege-bang out attack.
Siege Engine has a lot of health points.
The purpose of this unit is to only destroy the buildings of the enemy.
A large and rapid attack allows the destruction of buildings in the enemy base.
It has a small attack range, so you always have to get close to a rather dangerous distance.
Don’t send Siege Engines without a backup.
It is best to destroy buildings that train the most dangerous enemies.
Dragonhawk Rider is a light flying unit that can attack any key in of enemy.
It has interesting skills that make this unit a very unique and universal choice.
The Dragonhawk Rider has many health points and deals average damage compared to other human units.
It can attack ground and air units.
This unit uses the technologies that can be developed in the Blacksmith.
Dragonhawk Rider is only available in the expansion set campaign and during the multiplayer games!
Aerial Shackles(1) is a skill that binds a targeted enemy air unit.
Unit affected by this effect cannot move or attack.
Also, it takes 30 damage per second and may die from the inflicted injuries.
It is perfect against strong flying units, especially of Undead and Night Elves races.
Cloud(2) is a situational skill, useful against static and defensive enemy units.
Towers and buildings that can attack you are defenseless for 30 seconds during this skill.
The advantage of the Cloud, is a large area of operation and almost full protection against enemy turrets.
The Gryphon Rider is the strongest unit of the Human faction.
It’s an elite dwarf warrior who sits on a mighty gryphon and throws a storm hammer.
This unit can attack any enemy from a long distance.
Besides, Gryphon Rider inflicts a lot of damage, making it a perfect unit to eliminate many opponents.
After performing the standard attack sequence the hammer jumps and hurls to another enemy targets.
Groups of 4-6 units of this key in are a major challenge for most enemies.
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