Footman frenzy hack


















The summoned spirits are dispellable, while you must kill the avatar with physical damage. The Avatars also have Devour Magic, which is the strongest dispel in the game.

Footmen Frenzy Compendium Explore. Wiki Content. Explore Wikis Community Central. Suggested players. Warcraft 3: Reforged compatible. Official Discord Official Website. Map details. Gameplay Four teams of three players battle against each other for victory. Each team selects a hero while footmen auto-spawn at base. After a short time, teams meet in the middle and the fight begins. As the game progresses, teams spend their gold on tech upgrades, items, and creeps to execute a game-winning strategy.

Teamwork is key to victory! Most of these improvements have been geared towards retaining new players while also making the game dynamic at the highest level of play. Community We have an incredibly active and growing community.

We have a large group of veteran players who understand the game mechanics arguably similar to some of the most seasoned pros in melee WC3. Footmen is still a very fun game, remember, its not the hero that counts, its how you play it. Its possible to win with any hero, get enough stuff with avalanche like two strikes kill a base, with archers its slow but still effective behind meleers with warden the knife attack to kill the units, shadow strike to kill units, vengence to revive all the corpses invulnerable, then her regular attack is good.

Note: still haven't found anything good about the one blood orc on a horse can't remember his name and sorry about grammar mistakes. I think best range is halo up and the best melee really depends. Imagine a super buffed Avalanche pushing through a base. With beserk AND lightning shock. Most people dont realize that the zepplin can be hurt or even transmuted, but just zepplin in with 7 foots and starfall.

Buy armor of the gods and pray a stray bm wont hack you up. I mostly play 4. Ever since then all the units have been so nerfed its not even funny, and heroes can hardly do anything unless you spend at least 3k on them, or plow through early heroes and get a huge lead on them. A Dark Ranger owns an Avalanche. Almost always. Life Drain Demon Hunters all skills own. I have the screenshot somewhere Damn, I only have the one, were I still had 1 pair.

Not the coins, the more costly one If I remember correctly, the final damage was over Crazy, uh? Oh, yeah. We owned all with only two of us from the beginning Andrewgosu said:. Charm is totally useless. If you are level 18, you should have 2 free skill points to use it on Charm. Use the money from kills to teching. Scroll of Speed makes the Avalanche move faster, but it is useful for only escaping or catching a hero, when you know if the attack cooldown has ended. Isn't the dark ranger ultimate crap?

I know I'd rather have a dark arrow upgrade or life steal or even shadow strike. Dark Ranger's ult at lvl 3 can be awesome if someone teched. Charm with NO cooldown! This is hard to explain on paper, so a good idea is to watch some Tournament replays of skilled players such as Incinerate, Kid. Panda, and Kid. Bear and watch how they position their heroes in the first fight.

Usually, you want to place yourself so you are in the middle of the action in a way, but behind the footmen fighting. This way, you get full exp in comparison to if you are all the way on the left, which will cause you to not gain the exp from units being killed all the way on the right.

Only move from this position to escape attacks or to cast spells. Losing a lot of units to Sheepfall. When you hear the sound of Sheeps falling, quickly find the Sheep and take stock of the situation.

Ask yourself, is the Sheepfall damaging my troops? Can I disable the Sheep? Can I kill it? A good sheepfall puts a team at a great early advantage, so it is to your benefit to stop the Sheep. Never leave a team without attacking it , focusing is good to finish dangerous teams fast but ignoring other teams resaults losing the game. How many times have you played a game and you thought your team was owning but wait.. So the game starts, you pick your hero, what do you do now? See if you need mana or not.

Otherwise, bring your hero to the middle to gain exp. Be wary of hero killers and being surrounded. A few heroes might try to harass you Jaood, Blademaster, heroes that will use spells like Mana Burn or Forked Lightning , so just run from them while trying to stay within the range of mana regen and keeping an eye on your hit points. As soon as you have enough mana, go back to your base.

If they ask why, explain that if you are trapped by allied units you can just move them instead of wasting time yelling at them in chat. Besides this, you can send in units for them even if they themselves are too lazy to do so or heal youself when your ally isn't noticing your need of HP. Never flame or curse at your allies no matter what; it never solves anything. Also I play many games without shared control and still do fine, so it is not the most important thing to share control. Keep your units in your base until the first fight.

If you send them out, you risk getting individual units killed. This is a quick path to ruining a game and being flamed. The same goes for enemy teams that will bring footmen into your base, and at the last moment run them back in a sort of feint. If you are indeed a beginner, wait until an ally sends before you send. Pay attention to the points I have made in the previous section, and position both your footmen and Hero as well as possible. You should spam spells as much as possible.

Once the cooldown ends use your spell as fast as possible but also in a strategical way. Use AoE spells on weak units to get some easy kills. If you have a spell like Flamestrike, Rain of Fire, or Blizzard, look for two enemy teams fighting each other with low HP and cast the spell on them. If you have a disabling spell such as Hex or Firebolt, use it when heroes cast a channeling spell such as Blizzard to make them waste cooldown and mana.

Ask your allies to pool you so you can get Scrouge Bone Chimes from the weapons shop Not a must get item. Even if your team is planning on using a ranged tech, get this item; you can always just sell it later. Know that sometimes, no matter what, you will lose control of the middle and be forced back even if you do everything right. This might be because of a superior enemy hero combo, such as if you have Priestess, Keeper, and Cattlebruiser while they have duel Liches and a Dreadlord.

Also, if the enemy team creeps and no one on your team creeps creeping is something a beginner should not try until he is confident enough with his unit and hero use. I will explain it in a later section , you will probably be pushed back. Do not get discouraged and use this as a learning experience.

Try to figure out why you lost control of the middle, and if you can prevent it from happening next time.

This just means that you've lost one battle , wait for more units , while waiting spam your spells at enemy teams who are propably fighting each other now , by the time you and your allies have enough units to send again you could have benefited from low hp enemy units and manage successfully to push back again. Losing a battle isn't losing the war. However, there can be no argument that ladder requires way more micro than Frenzy ever does or will.

Although many of the points regarding micro are useless in frenzy, there are many points that are still pertinent. I will highlight some of them:. Seek to get rid of these first. Be careful not to chase them though as you will suffer more damage than you should. There will be times when the quickest way to victory in a battle will be to target your opponents hero. This is risky due to the fact that heros can survive longer than regular units, they have spells to help them, and your opponent will be focusing on keeping them alive.

When targeting a hero click on the hero to make sure their items will not allow them to out live your units. In targeting a hero your units will take a lot of damage on the norm In these occasions use a move command instead of the attack command.

Also when attacking heros do not use your offensive spells preemptively If you use chain lightning on a hero with hp they will heal as soon as your use it By rushing headlong into their lines you are taking that advantage away from them If an allied hero is surrounded and has no TP, go ahead and blizzard on top of that hero in hopes of taking down enemy units as well as your own ally depriving the enemy of gold and exp. You can suicide yourself in the same way as well]. Usually I assign two targets per focus-fire by using shift.

If your opponent pulls back the focused unit, be sure to switch targets quickly. And in fact a lot of times not all of them will be able to reach the unit. Focus fire should only be done with ranged units. When you dance units, don't use shift. If it's a melee unit, it'll use it's AI to re-engage as if it were on attack-move anyways. If it's a ranged unit, you should use your entire control group to re-focus on a target.

This is because using shift and telling your danced unit to reacquire a certain target takes up "micro time" which could be used instead to dance away another unit or two. In general, you want to dance units if you think they will continue to survive but retreat units if you think they would die otherwise. If your opponent relies mainly on attack-move, you'll use dancing most of the time. If he likes to focus a unit to death and keep running after it then retreating is the best option.

If he does a mix of these then you just need to do a mix as well. Retreating units denies enemies of exp and also makes your army considerably stronger if you manage to heal safely after the battle. In general you will want to regroup your healthy units so that when you select the group again you won't pull the damaged units back into the fight. Certain situations make this very difficult ex: tc shockwave on foots in which case you should rely on click-dragging the healthy units on-screen and regrouping in that manner instead of using the selection box.

Basically what you are doing is blocking the path of an enemy unit by constantly blocking it's path at about a 45 degree angle. Move your unit in from the left or the right and constantly stay in front of their unit by changing direction. In addition, it is more important to use your hero to its full capacity than to focus on saving single units or such. Health bars of all units in your vision are always on display. This will help with your micro a great deal. In addition, it helps you find those low hp heroes to nuke and groups of red health units to use aoe skills on to guarantee you kills.

Team games are about teaming up, letting your teammates fight the rest of the enemy team. Make plans to gather your forces together and attack certain targets. Often troop coordination and attack is a decisive factor in team games.

If you're not going to be using all of your collective units to attack the same enemy, coordinate your separate attacks on the separate enemies so they are unable to provide reinforcements to each other.

Do not let your troops get separated. Share Unit control and make sure that the large army is kept together. If you separate your forces, the enemy players may use their combined forces to pick you both off one at a time.

Separating your forces can cause you to lose the game. This is a great link that shows you the basics of hotkeying and special commands.

These instructions, although mainly for ladder, are useful for basically all types of custom games as well. For example, even in tower defense games knowing to use waypoints is very useful. Hotkeying unit groups is essential if you're gonna do anything more than play hero wars.

In the first fight, there is no real reason to hotkey footmen I find. Then, just pay attention to general formation and pull back footmen or send footmen as needed using click and drag.

Hotkeying your base and the ring of power where you get upgrades is a great idea. Personally, I hotkey them both as "0". This way, in a middle of a fight, I can upgrade as necessary or tier up as necessary, saving time and being more efficient. Everyone hotkeys in different ways. Generally, you don't wanna go too far or else your fingers will have trouble reaching. In fact, it's probably a bad idea for me to hotkey my base and circle of power as "0" when I could probably use "6" or "7".

However, that is my personal habit and so far I hae had no reason to break it. Just the fact you will be using hotkeys will When fighting, using the "shift" key can be very useful for saving units. Click on red hp units and send them back to your base.

Then, while holding "shift", click on them to remove them from your current selection group. Then make this new, current selection group without the injured units into a new hotkey group. Long story short, the way to surround with ranged units is to use the "move" button and clicking on a hero several time with the "move" command. If you are using normal hotkeys, you can do this by clicking "M" on your keyboard and then clicking on the hero, and doing this several times rapidly.

Once the hero is surrounded, you have to right click on the enemy hero or your units will not attack. I'm aware for melee units you can just send half your units ahead of the hero and half behind then right click on the hero, but that is not as reliable as using the move command.

If you look, you can tell he's using the "move" command since there is a pause after the ghouls surround the heroes before they actually attack. Like in ladder, it is simply dumb to surround some heroes whether you are melee or range. They will probably kill all of your troops and then run away. Bark is debatable since although she has Clap she also normally has a very low HP so you could probably kill her will strong enough units before she gets more than one Clap off.

Of course if she has stacked items it a different situation. Be sure to peek at the hero's inventory before hand to make sure he doesn't have an invis potion. If he does, then grab a dust quickly to counter his invis potion. I've had the frustrating occurrence several times of surrounding a hero and then having it disappear on me.

EDIT: Incinerate brought up a good point. Check the hero's inventory and mana before hand. The only exception is if for some reason you did something dumb and were forced to tp in the first fight or before that If you got surrounded before the mass In both situations you should beware of enemy heroes especially stunners and never risk going mid without support. It's more important to spend gold on creeps at that point than another TP, and in the first fight your chances of dying are pretty small as long as you don't do anything retarded.

If you can't afford one, ask your allies for money to get a TP.



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