Surviving WOPs

Game Guide & Tips
Post Reply
User avatar
Ricirich91
Posts: 173
Joined: Sun Jan 06, 2013 1:33 pm

Surviving WOPs

Post by Ricirich91 » Thu Apr 25, 2013 10:48 am

This is a guide for everyone that have bad feelings of enemy Well of Pains. They deal huge amount of spell damage quickly, but if you know some tricks you may turn a loss into a victory, facepalming the corrupted enemy!

HUMAN -> How to counter Well of Pains by playing the Human Race.

1) Defender = as you may know, Defender is one of the greatest starting unit of the game, comparing it's cost (275) to it's usefulness. He has 50% spell resistance and tanks greatly. CAGE IT! Many people usually cage footmen because of their low price, ok, but they die too soon. It's a good idea to upgrade a footman for 175 gold and let it cage. It will last much much more.
So the main goal is: Release one or more defender, then cage it when he is no longer useful in the battlefield. You will see how many WoP strikes will be wasted on them.

2) So you couldn't start with a Defender and it's not useful for any situation in that match... okay... resist maybe with tower and try to spawn Paladins: good heal and resurrection may be your key to victory.

3) This point is obvious and you will follow it in any case... when you can build the Human legendary building you will counter greatly WoPs by having 17% more units in the battlefield. Build it!

ORC -> How to counter Well of Pains by playing the Orc Race.

1) There are not many things you can do with an orc except to spawn a Spellbreaker Kodo and cage it later. He is 360 gold, a little expensive but not so much in middle-late games.

2) Spawn Axemasters as hell, they are the most powerful unit for orcs and the most powerful non-legendary melee unit in the whole game compared to its price. They have lots of hp and may counter Well of Pains a bit.

NIGHT ELF-> How to counter Well of Pains by playing the Night Elf Race.

1) It's a must that many players forget: build up 1 Obelisk of Wilderness for about 4 creepspawning buildings you have. These specials give 40% spell resistance plus a chance to reduce damage taken by 40 (but this last point doesn't matter vs wops).

2) According to the first way, use the remaining lumber to build Silver Glades and be sure to spam them till the end of the game. They heal an area of units, so a lot of units in late games. They become much more useful than obelisks in late games. Hardly a pro corrupted enemy build WoPs vs NE.

3) Be sure your partner does not cage, because buffs of obelisks and heals of glades will be much probably wasted on totally useless caged units.

UNDEAD-> How to counter Well of Pains by playing the Undead Race.

1) Particular are the ways the Undead can follow to prevent WoP devour. Banshees are 290 priced units with divine armor, so with a great spell resistance, but mostly useless vs chaos enemies, because of their low health. If you have a banshee as starting unit may be fine, ok, but do not expect to counter WoPs with them.

2) Reaching Lich as soon as possible is a good and quick way to counter WoPs. He as the basic legendary spell resistance of 70% but it will lack in middle-late games, because won't longer be targeted usually by WoPs, with the increasing number of units in the battlefield.

3) Skeleton spam! Why not, they are flesh to sacrifice, spam them and crash the game (; ...no seriously, they are fast-spawning units that will share the whole damage taken, making your ally teams in a quiter position.

High Elf -> How to counter Well of Pains by playing the High Elf Race.

1) It's complicated here, but let's try to survive them: If a Blademaster is useful, upgrade it to Elder Blademaster and let him nuke enemies, self-protected from WoPs by a 30% spell resistance. They are totally 450 gold, get them when needed.

2) You will probably have to forget all units except Blademasters and/or Sorceress. The last one is a 360 gold unit with very low health but with the Chain Heal ability that bounces 3 times on damaged allies. It is many many time spammed and is also suggested here but not so soon, they have to work together in middle-late games. Be sure to defend them with some kind of tank from your partner as well as some Blademasters if needed.

3) Wizard, the legendary unit, with 70% spell resistance and a powerful chain heal that bounces up to 6 times, it's really lovely. But care of him, protect him, and combine him with Sorceress and/or Blademasters.
There is an ultimate desperate way to counter WoPs, really a risk, and so rare that I have seen it only once, and worked: cage Wizard: you may think that caging a legendary unit is stupid, true, but in this case it may slowly takes you to the win: in-fact it will heal allies in your base, with the many bounces, and will make WoPs be wasted on him: He won't die, and many Wizards will slowly spawn and heal from the cage. It's a risk, and if you do it, good luck (;

4) Shrine: your ultimate building is a shrine with a 20% chance to ress an allied unit when dies: you will have to choose between it and Wizard, maybe you may get it lately with food, but it's up to the game.

NORTHREND -> How to counter Well of Pains by playing the Northrend Race.

1) There is almost nothing you can do cause you have no legendary unit as well as no spell resist units. Magnataur and Ancient Wendigo are both lovely tanks with lot of HP, so try to combine it with some survival ranged unit of your partner.

2) You may have to forget Queens cause they are nukers with low health.

NAGA -> How to counter Well of Pains by playing the Naga Race.

1) What a lovely anti-wop can be Naga if knows the right way: it will take time and you will have to be patient and try to survive: you will have to cage murlocs, and get one ore more coral statue near them: Coral Statue heals greatly Murlocs (they have already a nice regeneration) and buildings too: so you won't be afraid to have damaged buildings from any kind of AoE spell. It's take time, that's all. Resist and win later, because the enemy corrupted will have almost all the WoPs strikes wasted.

2) It's not really needed as anti-wop, because caged murlocs work already perfectly, but if you want to get Hydra for the 70% spell resistance is ok, it's a great unit anyway, defend her with tanks.

MECH -> How to counter Well of Pains by playing the Undead Race.

1) No one clever corrupted enemy will get WoPs vs you, not at start at least, so be sure to build up only a downgraded shield (190 gold) at starting games (just to say: i'm shielding, please spam Wells). By this way, the corrupted enemy knows you know to shield, so it won't touch you with Pains. If it does, great for you, upgrade the shield and spam them too, and gg.
By building a shield at start, it may making the enemy pushing due to you lack of number of units, I suggest to build a tower before or after shield (depends), to get money, spawn units, and pushback the enemy. It is (not always) the best in-game tower.
Be sure your team mate does not cage, due to the wasting of shields on useless caged units.
Ooops was forgetting it, what's shields do? The upgraded (red) shield costs totally 350 gold and a few lumber: it negates 2 spells taken (from special buildings only) and heals a bit after the negation (in the first negation, the second is absorb only). In addition increases armor by 4. It releases shields very quickly. Get one for every 5-6 units you have (if needed of course).

CHAOS -> How to counter Well of Pains by playing the Chaos Race.

1) There is almost nothing you can do cause you have no legendary unit as well as no spell resist units. Count on your partner to prevent the pain.

NATURE -> How to counter Well of Pains by playing the Nature Race.

1) Interesting is the Nature gameplay vs WoPs, the are a lot of combinable ways to counter WoPs. Having Dryads at start is the best thing: this unit has a 20% spell resistance as well as heals a bit. You can choose to upgrade it or get another Dryad, personally in most of games I prefer to have an upgraded Dryad, as heals much greatly and quicker, with a higher spell resistance and the summoning of 2 treants which will help on sharing the damage taken from WoPs.

2) Furbolgs: this is mainly an alternative for Dryads, a better healing class but with no spell resistance. Spamming them is useful but not much suggested vs WoPs.

3) Spiders! Spiders spawn 2 like murlocs and can be upgraded 3 times. The last upgrade are the Brood Mothers (620 gold total) which are useful units vs WoPs as at death releases from its corpse downgraded spiders. In this case they are useful for the massing of little spiders that may work like Skeleton spam of Undead Race (search above).

4) Mountain Giant: this unit costs 510 gold, it's to get in middle-late game, with fortified armor that grants an huge spell survivability. This unit is highly recommended vs WoPs.

5) Ancient of Eternity: the legendary unit of the Nature race has spell immunity and an healing aura that makes this unit the best in-game anti-wop unit. Be sure to cover it with powerful tanks like Mountain Giants or also spiders if giants work bad for the situation. Defend this Ancient and will be all good.

ELEMENTAL -> How to counter Well of Pains by playing the Elemental Race.

1) There is almost nothing you can do except getting the legendary building or the legendary unit. Those are both suggested: the unit for the 70% spell resistance and the building for the "spirit link" ability among your elementals.

2) Forget Water Elementals, spells can't miss the target.

NOTE = This guide is based for 2v2 games.
The first guy in the world ables to stay 25 hours a day in CF forum

User avatar
vladimir3388
Posts: 21
Joined: Thu Mar 14, 2013 11:16 pm

Re: Surviving WOPs

Post by vladimir3388 » Thu Apr 25, 2013 1:55 pm

Upgraded mechanical shields don't heal after unit gets shot by spells, they just add 100 HP capacity...

User avatar
Ricirich91
Posts: 173
Joined: Sun Jan 06, 2013 1:33 pm

Re: Surviving WOPs

Post by Ricirich91 » Thu Apr 25, 2013 2:04 pm

vladimir3388 wrote:Upgraded mechanical shields don't heal after unit gets shot by spells, they just add 100 HP capacity...
Aren't you mistaking about PP effect?
The first guy in the world ables to stay 25 hours a day in CF forum

ddmn
Map Developer
Posts: 124
Joined: Tue Feb 26, 2013 6:30 pm

Re: Surviving WOPs

Post by ddmn » Thu Apr 25, 2013 2:53 pm

Upgraded shield increases HP capacity, gives mana points (100) and heals (200) (ofc if triggered)

User avatar
Ricirich91
Posts: 173
Joined: Sun Jan 06, 2013 1:33 pm

Re: Surviving WOPs

Post by Ricirich91 » Thu Apr 25, 2013 3:25 pm

Image
The first guy in the world ables to stay 25 hours a day in CF forum

User avatar
vladimir3388
Posts: 21
Joined: Thu Mar 14, 2013 11:16 pm

Re: Surviving WOPs

Post by vladimir3388 » Thu Apr 25, 2013 4:27 pm

Image

User avatar
Sunus
Map Developer
Posts: 486
Joined: Mon Apr 16, 2007 2:20 pm

Re: Surviving WOPs

Post by Sunus » Thu Apr 25, 2013 4:39 pm

Very nice article, I like it :)
Almost all true, but for sure cages for wops are not very good idea, as you might be punished with tentacles after.

User avatar
Ricirich91
Posts: 173
Joined: Sun Jan 06, 2013 1:33 pm

Re: Surviving WOPs

Post by Ricirich91 » Thu Apr 25, 2013 5:51 pm

Sunus wrote:Very nice article, I like it :)
Almost all true, but for sure cages for wops are not very good idea, as you might be punished with tentacles after.
Image
PS: Yes tentacles are dangerous :)
PSS: Hi Vlady :)
The first guy in the world ables to stay 25 hours a day in CF forum

Post Reply