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SpiritBreaker
11th January 2014, 08:24 PM
Hello everyone,

I am making this thread as a place to post tricks or glitches you know about in Warcraft 3 (obviously -_-).

If you know of anything not contained in this list, please comment!

So let's start:
PS: You can test most of these in the attached map I made. Check F9 for the list of tricks / glitches to test. The map needs two players for some of the things to test.

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Tested Stuff that works in Warcraft 3 - The Frozen Throne 1.26a:
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1. Staff of Preservation / Sanctuary on Goblin Zeppelin - Free Instant Town Portal:

If you use a Staff of Preservation or a Staff of Sanctuary on a Goblin Zeppelin just as it picks up your Hero, then the Zeppelin will get teleported back to your base with the Hero inside it. This is effectively a free, instant Scroll of Town Portal.

Take care though! You should have a backup way of getting out (Scroll of Town Portal), because if you don't time it right, the Zeppelin will be teleported BEFORE picking your hero up. So practice this a lot before utilizing it in games!


2. Sleep / Impale a Neutral Creep Unit - Deny Opponent Homing Ability Creep Steal:

If you use Dreadlord's Sleep or Crypt Lord's Impale on a Creep just as the opponent tries to steal it with a homing missile ability (such as Death Coil / Storm Bolt / Shadow Strike) then you will deny him the kill as both Sleep and Impale turn affected units Invulnerable for a second or so.

Note: Both Sleep and Impale were tested on enemy Undead units as they are getting Death Coiled (in an attempt to prevent the heal), but the unit was still healed as the Death Coil hit it (even though it was Invulnerable at the time).
Also, Impale WAS NOT tested on a Creep as it was being hit by a homing missile ability - I am just assuming it would not harm it.


3. Blademaster Wind Walk - Surround Break:

If you break wind walk over a surrounded unit, then issue a command to that unit, then Warcraft will try to place it to the nearest unoccupied position: outside the surround!
Your Blademaster then can Wind Walk out of the surround (provided he has enough Mana!).

If timed correctly, you can glitch out both the unit and the Blademaster if you issue them move commands at the same time. However, this is difficult to pull off and should not be attempted unless practiced enough, as you could risk having the Blademaster glitched out while the unit stays in the surround.

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4. Blademaster Wind Walk - Unit Base Block Pass:

You can pass your Blademaster or any unit past a base block. Stand your unit as close to the gap as possible, and stand your Wind Walked Blademaster slightly behind the unit, but make sure their collision circles are touching! Then break Wind Walk and issue a move command on the unit. As usual, Warcraft will search for the nearest empty slot to place the unit in - which just happens to be past that pesky base block!

Note: You can also do this to your enemy! To lure him into the trap, have him chase a 1x1 sized unit to a 1x1 block gap, then just as he is closest to the gap, break Wind Walk behind him. As soon as he issues a command, Warcraft will place him in your blocked base, probably earning you a free kill.

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5. Blademaster Wind Walk - Item Base Block Pass:

While trick #2 works for 0x0 corner block gaps (for example two corners of Ziggurats touching) and 1x1 corner block gaps (for example two Moon Wells having a 1x1 gap between their corners), this trick only works on 1x1 corner gaps.

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Note: 4 (2x2) small gray squares are what 1x1 sized units, such as Footmen, take. 1 (1x1) white square is what 2x2 sized units, such as Heroes and Grunts, take. It can be clearly seen that you cannot fit a white square through the gap between the Moon Wells.


All you have to do, is Wind Walk as close to the 1x1 corner gap as possible, then drop an item right behind you on your selection circle. The result will be you being immediately placed past the block. This is because items have very small collision radii. So in theory, you could surround a Wind Walked Blademaster if you have enough items to drop around him!

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6. Ivory Tower - Surround Break / Base Block Pass:

Sometimes this may be difficult to pull off in order to break a surround as the tower needs to have place to go down, which your enemy might be occupying :P.
It can easily be used to get past 0x0 or 1x1 base corner blocks.

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7. Hexing a Kodo Beast - Instant Death Of Devoured Unit:

If you cast Shadow Hunter's Hex spell on a Kodo Beast, then the Devoured unit (if any) will be instantly killed. Also, the owner of the Kodo Beast WILL get experience for the dying unit!

So if an enemy Kodo Beast Devoured a unit of yours, DO NOT HEX THE KODO! You would just be giving a free kill to the enemy and an empty belly to an always-oh-so-hungry-Kodo.

Just imagine it... The Kodo gets turned into a Rabbit or a Frog or whatever, while the poor unit in its belly does not change size and gets brutally crushed... RIP in Pieces.


8. Web / Ensnare / Net on a flying unit - Move Unit Next To Caster:

If the ground directly beneath the flying unit is blocked (by terrain / buildings / units / etc.) when it gets affected by an ensnare-like skill, it will be brought to ground next to the caster.
This is useful to know for example as an Orc / Undead player on Secret Valley. You should hold position a unit directly beneath the Red Drake before Ensnaring / Webbing it, so it would not benefit from the Healing Fountain as you kill it.


9. Unit Spawn Location Abuse - Instant Surround As Unit Spawns:

All Units spawn at the bottom left corner of a building by default. Player-controlled buildings have the Rally ability though which can change the spawning location of a unit.
This is however quite easy to pull off on Neutral Unit Production Buildings, such as the well-visited Tavern, the Mercenary Camp and Goblin Laboratory, as their spawn locations are always the bottom left corner.


10. Dodge Homing Missile Spells Using Blink / Wind Walk / Invisibility / Potion of Invisibility:

While many of you probably know that Invulnerability inducing abilities will allow you to evade the effect of a homing missile-type spell (such as Death Coil / Storm Bolt / Shadow Strike), you may not know that you can do the same with Blink or Invisibility inducing effects such as Blademaster's Wind Walk / Sorceresses' Invisibility or just a Potion of Invisibility from the Goblin Merchant (yes.. however much it pains me to say this.. even Cloak of Shadows works). Note however that if your opponent has a means of seeing invisible units, you will still be affected!


11. Goblin Zeppelin Destruction Over Non-Walkable Terrain (Trees, Deep Water, Etc.) - All Contained Units Die And Give You Experience:

If a Goblin Zeppelin is destroyed while it is flying over non-walkable terrain such as Trees or Deep Water, than all the units in it will die and the owner of the unit that destroyed the Zeppelin will get the experience!


12. Ensnare / Silence Stopping Channeling Abilities:

While it may be obvious that channeling abilities (such as Blizzard and Starfall) are interrupted by Stunning Abilities, not everybody knows that they can be interrupted by a Raider's Ensnare or a Dark Ranger's Silence.

Ensnare can affect Magic Immune units, so an Anti-Magic Potion will not save that Priestess of the Moon from your Raider's Ensnare as she casts Starfall.

Read more here: http://classic.battle.net/war3/basics/spellbasics.shtml#spellchanneling


13. Bat Rider's Unstable Concoction Damage Reduced By Armor:

The more armor a flying unit has, the less damage it will receive from Unstable Concoction. The maximum armor I could get on a unit was an Inner Fired + Scroll of Protectioned 3/3 Chimaera with a nearby Level 3 Devotion Aura Paladin. This Chimaera needed 4 Bat Riders to be taken down by Unstable Concoction.

Note: It remains to be tested whether you can interrupt Unstable Concoction by Mounting / Unmounting Hyppogryphs or by casting Invisibility / Staff of Preservation / Sanctuary on the flying unit being Concoctioned.


14. Orb Effect Stacking:

Orb Effects do NOT stack. These include all the varieties and flavours of Orbs (obviously...), Auto-Castable attack skills such as Frost / Searing / Black Arrows. It also includes the Mask of Death.
If you have multiple Orb effect items in your inventory, then the one highest in the inventory takes precendence.
Inventory slot priorities are as follows:
1 2
3 4
5 6
So if you have an Orb of Lightning in slot 1 and an Orb of Fire in slot 2, then the effect of Orb of Lightning will be the one you experience upon attacking. (You will still get the +damage from the Orb of Fire.)
You can easily test on ranged heroes as their missile animation changes based on what Orb they are using.


15. High Ground / Moving Unit - 25% Miss Chance:

There is a Miss Chance for Ranged Units attacking Units that are on Higher Ground or any units (Melee or Ranger) attacking Moving Units. If you open up World Editor, go to Advanced -> Gameplay Constants and look at Combat - Chance to Miss (moving or high ground) then you will see that the default value is 0.25, or 25%.


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Untested Stuff:
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1. Scroll of Town Portal to Moving Tree of Life / Ages / Eternity - Failed Town Portal While Keeping Scroll:

As can be seen in this video: http://www.youtube.com/watch?v=NFIbjpZda08 at 2:20, if you cast a Scroll of Town Portal at maximum range from your Tree, and then start moving it in the opposite direction, then the TP will be interrupted.

Some in the comments claim that this was fixed and I did not yet test it. Other sources told me it was NOT fixed. I don't know.. go test it yourself lal.


2. Possession of Enemy Undead Unit - You Get All Upgrades That Unit Has For Free:

According to this source: classic.battle.net/war3/undead/units/banshee.shtml (http://classic.battle.net/war3/undead/units/banshee.shtml), if you Possess an enemy Undead Unit, then any Upgrades that Unit has, that you did not research, will be given to you for free.

I am yet to test whether this is the case in the current patch of the game.


3. Warsong Battle Drums Stacking With Kodo Beast War Drums:

According to this source: classic.battle.net/war3/basics/heroitemspermanent.shtml (http://classic.battle.net/war3/basics/heroitemspermanent.shtml), Warsong Battle Drums does stack with Kodo Beast's War Drums (it's at the bottom of the webpage).

I am yet to test this, but I believe it is true as the item provides Command Aura which is different from the aura that Kodos provide.