Front line · mana aura · sustain · utility
Enter first, call the target, keep Brilliance on both heroes, and add the counter unit the Huntress shell lacks.
Choose the four races and the map. Get the build, expansion call, pivots, counters, heroes, and items that matter for your army.
SET THE LOBBY
Showing Human + Night Elf vs Orc + Undead · Any / unknown map. Archmage pressure → Mountain King caster support. Fast expansion: Conditional.
YOUR GAME PLAN · ALLIANCE
Use Footmen and Water Elementals to own the first fights, reach Keep without going passive, then become the team’s dispel, control, and siege toolbox.
Enter first, call the target, keep Brilliance on both heroes, and add the counter unit the Huntress shell lacks.
Your Footmen, Water Elementals, aura, and dispel create the stable center while Night Elf attacks the retreat angle.
Grunt/Fiend pressure, Hex/Ensnare/Web with Coil–Nova, Walker/Statue sustain, and Batrider/Destroyer/Wyrm traps.
02 · OPENING SCRIPT
Times are order and queue targets, not completion promises. Preserve the priority order when the map, creep route, travel, or pressure changes the clock.
| Time / target | Exact command | Trigger / purpose |
|---|---|---|
| 0:005 Peasants · all touch gold | Queue Peasant #6 immediately. Let all five starting Peasants deliver one gold trip, then begin pulling the opening builders.COREREPLAY TIME | The first gold returns fund the three-building opening without stopping Peasant production. |
| 0:06–0:20Peasants #6–8 assigned | Order Altar first, Farm #1 next, then Barracks. New Peasants refill the mine to five; completed builders go to lumber.COREREPLAY TIME | This is the fast-altar shell: hero, supply, and Footman production all start without an idle queue. |
| 0:55–1:109–11 Peasants · no cap | Order Farm #2 around 0:56 and Archmage around 1:08. Rally the Altar toward the first safe creep route.COREREPLAY TIME | Farm #2 protects the Archmage plus early Footman reservations. |
| 1:20–1:50Archmage queued · Footmen #1–2 | Queue Footman #1 around 1:20, Footman #2 around 1:42, and Farm #3 around 1:47. Skill Water Elemental first.COREREPLAY TIME | Two Footmen plus Water Elemental create the safe first camp and an immediate scouting option. |
| 1:25–2:0512+ Peasants · defense check | Place a Scout Tower around 1:28; upgrade it to Arcane around 2:00 only when the scout shows summons, hero pressure, or a worker rush.SCOUTAPPROX | IF: Summon hero, worker pressure, or a fast two-player lane is confirmed.Buy the defensive tower only when it protects the tech path from a visible threat. |
| 2:10–3:10Footmen #3–5 · 5 gold | Keep Peasant production moving, add Footmen #3–5, and send one Footman or Peasant through both enemy production lines.COREAPPROX | Reach Archmage level 2 without sharing the teammate’s first camp, then identify the first real counter requirement. |
| 2:45–3:455–7 Footmen · 24–30 food | Cap the normal opening at 5–7 Footmen. Add the next Farm before the block and research Defend only against a real piercing commitment.SCOUTGAME STATE | IF: Two ranged production lines or roughly six piercing units are forecast.The Footman shell must be large enough to hold contact but small enough to preserve the Keep timing. |
| 3:50–4:20≈15 Peasants · 5 gold / rest lumber | Order Keep once the first pressure shell is funded. The reference replay command was 4:10; keep the Footmen active instead of retreating to watch the upgrade.COREREPLAY TIME | Keep unlocks the Mountain King, Priests, dispel, and the adaptable counter slot. |
| FIRST CONTACTHuman + Night Elf vs Orc + Undead | Meet after separate level-2 creep routes; Human shows center, Night Elf arrives from the side.MATCHUPGAME STATE | IF: Track both Tier 2 support buildings and buy a save item before the disable chain comes online.Win condition: Keep formation, remove Statues/Walkers, and punish whichever ranged or melee half is left unsupported. |
| 4:20–5:15Teching · 30–38 food | Add Farms before 36/42, build Arcane Vault around 5:00, and replace Town Portal if it was spent. Carry Regeneration and Clarity for the team reset.COREAPPROX | The team stays on the map while the Keep is vulnerable and production is still Tier 1. |
| 5:15–6:25Lumber bank for 2 Sanctums | Preserve Footmen, maintain five on gold, and avoid a speculative Blacksmith or Workshop before the enemy tech is identified.SCOUTGAME STATE | IF: No early air structure or fortified expansion requires a different production building.The double-Sanctum spike fails when its lumber is spent on an unused side branch. |
| 6:25–6:50Tier 2 · leave food for hero/casters | Immediately queue Mountain King and order two Arcane Sanctums. Powerbuild only while the team controls the approach. Skill Storm Bolt first.COREREPLAY TIME | Bolt plus fast Priests turns the first Tier-2 engagement into a controlled focus window. |
| Scout camp + route firstAny / unknown map · Conditional | Fast expansion: Conditional. You expand; your teammate holds the map.MAPGAME STATE | IF: Every green expansion gate remains true and no cancel trigger has fired.Map call: Use the generic gate: vision, ally cover, and no active two-player pressure. |
| 6:45–7:453 Priests · Adept Training | Queue the first Priest from each Sanctum, the third from the first free queue, then research Priest Adept Training.COREAPPROX | Three Priests provide enough healing and Dispel volume to support both living armies without overbuilding casters. |
| 7:45–9:0045–56 food · counter slot | Add 1–2 Spell Breakers only into useful enemy magic. Replace that spend with Mortars versus towers or Rifles/Flying Machines versus air.MATCHUPGAME STATE | IF: Enemy buffs, tower concentration, or air tech has been identified.The last production slot answers the scouted composition instead of repeating a generic build. |
| 8:00–10:00Three builders · map control | Take a delayed Town Hall only when the ally can hold the map. Keep all three builders together and do not fund static defense until the attack route is known.MAPAPPROX | IF: The expansion verdict and every green gate permit the spend.A second base is valuable only if it does not abandon the teammate’s live fight. |
| 9:30+3 Priests/Adept established | Choose one finishing branch: Workshop/Mortars, protected Rifle/air control, Knights, or Gryphons. Add a third hero only after that branch is funded.MATCHUPGAME STATE | Convert the stable caster core into the damage type that ends the selected matchup. |
03 · ECONOMY DECISION
A fast expansion means committing to a second gold mine before a stable Tier-2 army. The green gates are requirements, not suggestions.
Human is the team’s preferred expansion race for this selected pairing.
Unverified. The closest gold mine is not automatically a safe natural.
Reveal the spawn pattern, closest enemy lane, and reinforcement path before committing workers.
Scout the camp and its escape route before pulling Militia, Acolytes, Wisps, or an Ancient.
No map selected; the verdict is intentionally conservative. The verdict combines current map geometry, race economy mechanics, ally cover, and opponent pressure; it is not a measured expansion win rate. View map source ↗
04 · ARMY PACKAGE
Build the core first. The final production slot comes from scouting—not habit.
Early tanking, sustained mana, and the safest team aura.
Pickoffs first; area control once enemy ground units clump.
Third hero or earlier defensive second when allied living heroes keep getting focused.
Holy Light does not heal Undead allies; use it for Human/Night Elf/Orc units and heroes.Late anti-caster control and mana denial.
Use when mana-dependent enemy heroes matter more than raw front-line durability.05 · EXECUTION
One player calls the target. Both armies arrive before either commits.
Footmen and Water Elementals enter first; the damage dealer approaches from an angle.
Keep Archmage central so both heroes and casters stay inside Brilliance Aura.
Use one disable, focus the exposed unit, then chain the next disable as the first ends.
Priests stay behind the army and manually Dispel the effect that is deciding the fight.
Do not let your expansion timing split you from a teammate who is already committed.
06 · OPPONENT INTEL
Threats are preparations, not claims that every opponent will use the same line.
Grunt/Fiend pressure, Hex/Ensnare/Web with Coil–Nova, Walker/Statue sustain, and Batrider/Destroyer/Wyrm traps.
Track both Tier 2 support buildings and buy a save item before the disable chain comes online.
Keep formation, remove Statues/Walkers, and punish whichever ranged or melee half is left unsupported.
Dispel Wolves/Link and Slow the Grunt/Raider engage.
Use Rifles/Gryphons only behind a real front line and with Batrider awareness.
Scout: Find the Tier 2 production split and count Bestiaries, Lodges, Kodos, and Batriders before committing expensive units.
Protect the Coil–Nova target and Bolt the exposed Lich or Statues.
Pressure Statues or heavy ground only after Web and anti-air are controlled.
Scout: Track Graveyard/Crypt count, Slaughterhouse, Sacrificial Pit, and Tier 3 timing; watch hero mana before committing.
07 · SCOUTING DECISIONS
Scout the trigger, call it out, then change production together.
Pause Breakers. Add Rifles, Flying Machines, or Dragonhawks based on scale and armor.
Add a Workshop and 2–3 Mortars; take map control instead of feeding Footmen.
Use Clap and Slow, then move toward Gryphons or a stronger allied front line.
Stop donating Water Elementals. Win with physical focus, Bolt, and your caster utility.
08 · DO NOT
Every warning includes the condition that can make the choice valid.
Cancel the economy line before it delays the Footman/hero mass needed to keep your teammate alive. Let Night Elf own the first mine only when a Tree is already safely planted or Human must preserve uninterrupted one-base pressure. Do not let both players expand at once unless the opponents have lost an army and cannot punish either base.
Do not commit expensive air until Web and Batrider counts are known.
Standing behind the Huntresses or expanding while the Night Elf is already committed.
Do not clump into Chain Lightning/Stomp/Shockwave, chase blindly through Speed Scroll, or ball expensive air into Batriders.
Do not leave wounded heroes in Coil–Nova range, mass unsupported air into Web, or rely on summons/buffs once Destroyers arrive.
Piercing damage is only 90% into Heavy armor on patch 2.0.4. Use them when air or a protected ranged timing makes sense.
They are a magic/utility answer, not a universal damage core.
Expand after winning space or when the map gives a genuinely safe natural.
09 · METHOD & NOTES
The April 21 hotfix contains bug fixes but no later balance pass. Current patch notes override old numeric unit pages.
The paginated W3Champions snapshot ran June 19–August 27, 2026 with 248 unique IDs. It supports patterns; it does not prove every matchup cell.
Each result combines 300 race states with the 13-map W3Champions Season 25 pool plus a conservative unknown-map fallback.
Standard melee 2v2 guidance for Warcraft III 2.0.4; the map module targets the W3Champions Season 25 pool, which differs from Battle.net. This is a decision aid, not a guaranteed win. Exact timings vary by spawn, route, pressure, and execution. Expansion windows and replay timestamps identify building-order command times—not completion or survival—unless stated otherwise. Random represents an unknown race; select the revealed race as soon as possible. Map verdicts combine current geometry, mechanics, and sparse replay evidence; they are not expansion-specific win rates or proof of universal professional consensus.