ARRANGED TEAM INTEL

Know your role.
Win the matchup.

Choose the four races and the map. Get the build, expansion call, pivots, counters, heroes, and items that matter for your army.

4 player races15 enemy pairings13 current W3C maps4,200 decision paths
01

SET THE LOBBY

Build your matchup

Your race is remembered on this device
Human + Night Elf vs Orc + Undead · Any / unknown map

Showing Human + Night Elf vs Orc + Undead · Any / unknown map. Archmage pressure → Mountain King caster support. Fast expansion: Conditional.

YOUR GAME PLAN · ALLIANCE

Archmage pressure → Mountain King caster support

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.

GUIDE TYPEStable mid-game controlReplay-derived reference opening; matchup pivots are mechanics-based synthesis.
YOUR ROLE

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.

WITH NIGHT ELF

Front line for the flank

Your Footmen, Water Elementals, aura, and dispel create the stable center while Night Elf attacks the retreat angle.

VS ORC + UNDEAD

Deny the chained pickoff

Grunt/Fiend pressure, Hex/Ensnare/Web with Coil–Nova, Walker/Statue sustain, and Batrider/Destroyer/Wyrm traps.

02 · OPENING SCRIPT

What you should build

Times are order and queue targets, not completion promises. Preserve the priority order when the map, creep route, travel, or pressure changes the clock.

OPENING ARMYArchmage · 5–7 Footmen · level 2 before the first committed fight
ECONOMY CHECK15 Peasants · 5 on gold · the rest on lumber, buildings, or temporary Militia
FIRST TECH SPENDKeep → Mountain King → 2× Sanctum → 3 Priests → Adept → counter slot
HUMAN BUILD ORDER17 ordered checkpoints
Reference build order for Human in Human + Night Elf vs Orc + Undead · Any / unknown map
Time / targetExact commandTrigger / purpose
0:005 Peasants · all touch goldQueue Peasant #6 immediately. Let all five starting Peasants deliver one gold trip, then begin pulling the opening builders.COREREPLAY TIMEThe first gold returns fund the three-building opening without stopping Peasant production.
0:06–0:20Peasants #6–8 assignedOrder Altar first, Farm #1 next, then Barracks. New Peasants refill the mine to five; completed builders go to lumber.COREREPLAY TIMEThis is the fast-altar shell: hero, supply, and Footman production all start without an idle queue.
0:55–1:109–11 Peasants · no capOrder Farm #2 around 0:56 and Archmage around 1:08. Rally the Altar toward the first safe creep route.COREREPLAY TIMEFarm #2 protects the Archmage plus early Footman reservations.
1:20–1:50Archmage queued · Footmen #1–2Queue Footman #1 around 1:20, Footman #2 around 1:42, and Farm #3 around 1:47. Skill Water Elemental first.COREREPLAY TIMETwo Footmen plus Water Elemental create the safe first camp and an immediate scouting option.
1:25–2:0512+ Peasants · defense checkPlace 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.SCOUTAPPROXIF: 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 goldKeep Peasant production moving, add Footmen #3–5, and send one Footman or Peasant through both enemy production lines.COREAPPROXReach 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 foodCap the normal opening at 5–7 Footmen. Add the next Farm before the block and research Defend only against a real piercing commitment.SCOUTGAME STATEIF: 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 lumberOrder 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 TIMEKeep unlocks the Mountain King, Priests, dispel, and the adaptable counter slot.
FIRST CONTACTHuman + Night Elf vs Orc + UndeadMeet after separate level-2 creep routes; Human shows center, Night Elf arrives from the side.MATCHUPGAME STATEIF: 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 foodAdd 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.COREAPPROXThe team stays on the map while the Keep is vulnerable and production is still Tier 1.
5:15–6:25Lumber bank for 2 SanctumsPreserve Footmen, maintain five on gold, and avoid a speculative Blacksmith or Workshop before the enemy tech is identified.SCOUTGAME STATEIF: 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/castersImmediately queue Mountain King and order two Arcane Sanctums. Powerbuild only while the team controls the approach. Skill Storm Bolt first.COREREPLAY TIMEBolt plus fast Priests turns the first Tier-2 engagement into a controlled focus window.
Scout camp + route firstAny / unknown map · ConditionalFast expansion: Conditional. You expand; your teammate holds the map.MAPGAME STATEIF: 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 TrainingQueue the first Priest from each Sanctum, the third from the first free queue, then research Priest Adept Training.COREAPPROXThree Priests provide enough healing and Dispel volume to support both living armies without overbuilding casters.
7:45–9:0045–56 food · counter slotAdd 1–2 Spell Breakers only into useful enemy magic. Replace that spend with Mortars versus towers or Rifles/Flying Machines versus air.MATCHUPGAME STATEIF: 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 controlTake 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.MAPAPPROXIF: 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 establishedChoose one finishing branch: Workshop/Mortars, protected Rifle/air control, Knights, or Gryphons. Add a third hero only after that branch is funded.MATCHUPGAME STATEConvert the stable caster core into the damage type that ends the selected matchup.

03 · ECONOMY DECISION

Should your team fast expand?

A fast expansion means committing to a second gold mine before a stable Tier-2 army. The green gates are requirements, not suggestions.

FAST EXPANSIONConditionalPrepare the option, then let scouting decide the final spend.
ANY / UNKNOWN MAP · UNSCOUTED

You expand; your teammate holds the map

Human is the team’s preferred expansion race for this selected pairing.

TARGET ORDER WINDOWScout camp + route firstLow confidence
MAP READ

Unknown layout

Camp not verified

Unverified. The closest gold mine is not automatically a safe natural.

ROUTE WARNING

Protect the rotation

Reveal the spawn pattern, closest enemy lane, and reinforcement path before committing workers.

CREEP WARNING

Do not donate the clear

Scout the camp and its escape route before pulling Militia, Acolytes, Wisps, or an Ancient.

COMMIT ONLY IFall gates green
  • Archmage level 2 or equivalent Water Elemental tanking, with enough Militia to clear without crippling lumber.
  • Footmen and the teammate are positioned between the enemy route and the new Town Hall.
  • Both enemy first heroes and the nearest production wave are accounted for.
  • Map gate: Use the generic gate: vision, ally cover, and no active two-player pressure.
CANCEL / DELAY IFone trigger is enough
  • Coil–Nova/Fiend pressure reaches full mana and your expansion defender lacks a hero save or Town Portal.
  • Your teammate is forced to Town Portal, loses the front line, or calls that they cannot screen the mine.
  • Forward tower materials, fast siege, or two early combat-production lines reveal an all-in timing.
  • Map warning: Scout the camp and its escape route before pulling Militia, Acolytes, Wisps, or an Ancient.
  • The clear leaves the expanding hero low enough to be killed before the new base can defend itself.
WHY THIS IS LOW CONFIDENCE

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

Heroes, units, upgrades, and items

Build the core first. The final production slot comes from scouting—not habit.

SUGGESTED HEROESskill direction
01

Archmage

Water Elemental → Brilliance Aura → Water Elemental → Brilliance Aura

Early tanking, sustained mana, and the safest team aura.

02

Mountain King

Storm Bolt → Thunder Clap → Thunder Clap

Pickoffs first; area control once enemy ground units clump.

03

Paladin

Holy Light → Devotion Aura

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.
04

Blood Mage

Banish → Siphon Mana

Late anti-caster control and mana denial.

Use when mana-dependent enemy heroes matter more than raw front-line durability.
SUGGESTED UNITScore + counter slot
  • Footmen5–7 before tech is the normal shell. Research Defend into heavy piercing focus.
  • PriestsYour default first Tier 2 unit versus summons, buffs, and long team fights.
  • Spell BreakersAdd for control and stolen buffs; do not mass them into Fiends or other clean physical counters.
  • Counter slotMortars vs towers, Rifles/Flying Machines vs air, Knights vs ranged, Gryphons vs exposed heavy melee.
SUGGESTED UPGRADESbuy with purpose
  • DefendPrioritize when both opponents lean on piercing units.
  • Priest AdeptThe first caster upgrade in most summon/buff matchups.
  • Armor before greedA front line that survives keeps your ally’s damage online.
  • Fragmentation ShardsOnly with a real Mortar commitment into clustered unarmored targets.
SUGGESTED SHOP ITEMSstock and map permitting
  • Town PortalKeep one while armies are split; team games punish isolated deaths.
  • Scroll of RegenerationEfficiently resets both living armies after a trade.
  • Lesser Clarity PotionSustain Archmage and Mountain King between fights.
  • Staff of SanctuaryTier 3 rescue tool for valuable living units and heroes.
  • Dust / InvulnerabilityBuy from the appropriate shop when invisibility or hero burst is present.

05 · EXECUTION

How your team takes the fight

One player calls the target. Both armies arrive before either commits.

  1. 01

    Footmen and Water Elementals enter first; the damage dealer approaches from an angle.

  2. 02

    Keep Archmage central so both heroes and casters stay inside Brilliance Aura.

  3. 03

    Use one disable, focus the exposed unit, then chain the next disable as the first ends.

  4. 04

    Priests stay behind the army and manually Dispel the effect that is deciding the fight.

  5. 05

    Do not let your expansion timing split you from a teammate who is already committed.

06 · OPPONENT INTEL

What the enemy pairing changes

Threats are preparations, not claims that every opponent will use the same line.

PAIR THREAT · ORC + UNDEAD

Deny the chained pickoff

Grunt/Fiend pressure, Hex/Ensnare/Web with Coil–Nova, Walker/Statue sustain, and Batrider/Destroyer/Wyrm traps.

OPENING READ

Track both Tier 2 support buildings and buy a save item before the disable chain comes online.

WIN THE MATCHUP

Keep formation, remove Statues/Walkers, and punish whichever ranged or melee half is left unsupported.

O
ENEMY MODULE

Orc

  • Farseer or Blademaster harassment
  • Speed Scroll surrounds
  • Hex/Ensnare/Stomp chains
  • Kodo/Walker or Batrider switch
Priests + Sorceress control

Dispel Wolves/Link and Slow the Grunt/Raider engage.

Protected damage

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.

U
ENEMY MODULE

Undead

  • Coil–Nova hero focus
  • Fiend/Statue sustain
  • Ghoul or Beetle tempo
  • Destroyer/Banshee/Wyrm transition
Paladin / Invulnerability

Protect the Coil–Nova target and Bolt the exposed Lich or Statues.

Mortars/Gryphons

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

When the default build must change

Scout the trigger, call it out, then change production together.

PIVOT

Enemy air appears

Pause Breakers. Add Rifles, Flying Machines, or Dragonhawks based on scale and armor.

PIVOT

Fortified position

Add a Workshop and 2–3 Mortars; take map control instead of feeding Footmen.

PIVOT

Heavy melee mass

Use Clap and Slow, then move toward Gryphons or a stronger allied front line.

PIVOT

Fast enemy dispel

Stop donating Water Elementals. Win with physical focus, Bolt, and your caster utility.

SCOUT CHECKLISTEnemy hero openingsSecond production buildingEarly expansion or tower lineAir-tech structureDispel timing

08 · DO NOT

Mistakes this matchup punishes

Every warning includes the condition that can make the choice valid.

EXPANSION RULE · ANY / UNKNOWN MAP

Conditional

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.

PAIR-SPECIFIC

Orc + Undead

Do not commit expensive air until Web and Batrider counts are known.

TEAM COMPOSITION

Human + Night Elf

Standing behind the Huntresses or expanding while the Night Elf is already committed.

VERSUS ORC

Respect the counter tools

Do not clump into Chain Lightning/Stomp/Shockwave, chase blindly through Speed Scroll, or ball expensive air into Batriders.

VERSUS UNDEAD

Respect the counter tools

Do not leave wounded heroes in Coil–Nova range, mass unsupported air into Web, or rely on summons/buffs once Destroyers arrive.

HUMAN RULE

Do not mass Riflemen by default

Piercing damage is only 90% into Heavy armor on patch 2.0.4. Use them when air or a protected ranged timing makes sense.

HUMAN RULE

Do not auto-mass Breakers

They are a magic/utility answer, not a universal damage core.

HUMAN RULE

Do not fast-expand through active pressure

Expand after winning space or when the map gives a genuinely safe natural.

09 · METHOD & NOTES

Current, useful, and honest

PATCH BASELINE

2.0.4 · reviewed August 28, 2026

The April 21 hotfix contains bug fixes but no later balance pass. Current patch notes override old numeric unit pages.

CURRENT SAMPLE

13 maps · 248 Season 25 matches

The paginated W3Champions snapshot ran June 19–August 27, 2026 with 248 unique IDs. It supports patterns; it does not prove every matchup cell.

COVERAGE MODEL

4,200 race-and-map selections

Each result combines 300 race states with the 13-map W3Champions Season 25 pool plus a conservative unknown-map fallback.

Read before using exact times.

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.

Research sources
Quick glossary
Creep
Defeat neutral camps for hero experience, items, and map control.
Creep-jack
Attack an opponent while neutral units are also damaging or blocking them.
Fast expansion
Commit to a second gold mine before a stable Tier-2 army is established.
Focus fire
Both players attack the same reachable target until it is removed.
Natural
The expansion gold mine most directly associated with a starting location.
Dispel
Remove summons, buffs, or debuffs with the race’s anti-magic tools.
Front line
Durable units that take contact and protect ranged damage or casters.
Tier 2
Keep, Stronghold, Tree of Ages, or Halls of the Dead tech.
Pivot
Change production or upgrades because scouting invalidated the default plan.