Unit info provided by ID.
I decided to gather and list the fullblown stats for every worthwhile unit in the game, rather than just having a stat topic for the hero units >.>
Mep already covered some of these, but I'll cover them again just for completion's sake.
Stats:
Hit Points: We all know what these are by now.
Mana: How many spells the unit can cast
Ground Attack: How much damage the unit's basic attack does to land enemies.
Air Attack: How much damage the unit's basic attack does to aerial enemies.
Cooldown: Time, in seconds, between each attack. Thus, the lower, the better.
Armor: Armor follows a complicated formula of diminishing returns, thus I'll list the stated Armor value, along with it's actual damage reduction percentage next to it.
Attack and Armor types:
Normal Damage - Effective against Medium Armor, less effective against Fortified Armor
Piercing Damage - Effective against Light Armor, less effective against Medium and Hero Armor, terrible against Fortified Armor.
Siege Damage - Effective against Fortified and Unarmored Armor, less effective against Medium and Hero Armor.
Magic Damage - Effective against Light and Heavy Armor, less effective against Medium and Hero Armor, terrible against Fortified Armor.
Chaos Damage - Neutral to all types of armor.
Spell Damage - Neutral to all but Hero Armor, less effective against Hero Armor.
Hero Damage - Neutral to all but Fortified Armor, less effective against Hero Armor.
[size=18]Humans[/size]
Heroes[/color]
Paladin[/i]
"Touch me naught! I am chaste."
HP: 1250
Mana: 495
Ground Attack:
53, Hero, Melee
Air Attack: None
Cooldown: 2.2/--
Armor: 12.5, 41.86%, Hero
Abilities:Holy Light: Restores 600 HP to a friendly ally, or deals 300 damage to an undead unit (Instant, cannot self-target). 65 Mana; 5 second cooldown. Useless in a duel unless he faces an undead. Then he has an argument for OHKOing Brahms!
Devotion Aura: Passive. Grants a bonus of +4.5 Armor to all nearby friendly units, including himself. Not terrible since it's passive, but compared to other passive abilities from other heros, it sucks.
Divine Shield: The Paladin becomes Invulnerable for 45 seconds (Instant). 25 Mana; 65 second cooldown. Annoying as fuck ability. The Paladin's damage isn't very special, so he'll end up beating an opponent with his physical for 45 seconds or until the opponent forfeits out of boredom. Still, not a terrible ability over all, the Paladin should deal ~1000 damage with his physical over the course of the ability.
Ressurection: Restores to life, with full HP, the 6 most powerful friendly corpses in the area (Instant). 200 Mana; 240 second cooldown. Totally useless in a duel, but completely dominating and broken in a team-match.
Evaluation: Heavy. Divine Shield spam is enough to make him a solid Heavy, since 45 seconds of Invulnerability essentially gives him 18 free physical attacks, enough to KO plenty of stuff. His other abilities are pure shit in a duel, and any fast unit can kite him or severly hampen his ability to cheese out with Divine Shield. Probably a Godlike in team matches, since killing him before his support is nearly impossible, allowing Ressurection to see max potential.
Archmage[/i]
"Don't you have a strategy?"
HP: 850
Mana: 705
Ground Attack:
52, Hero, 60 Range
Air Attack: None
Cooldown: 2.13/--
Armor: 6, 26.47%, Hero
Abilities:Blizzard: Deals 50 damage per second (10 second duration. Channeling). 75 Mana; 6 second cooldown. Total garbage in a duel. Avoiding Blizzard's damage is a total joke in-game, and the Archmage cannot do anything as long as he wants to maintain the spell.
Summon Water Elemental: Summons a Water Elemental with 900 HP, 45 Damage/1.5 cooldown, and 2 Armor (60 second duration). 125 Mana; 20 second cooldown. The *only* way for an Archmage to win any fights in Middle is through this summon. The Water Elemental essentially doubles the Archmage's damage output. However, it cannot tank for the Archmage, so it's HP is largely wasted. A second elemental can be summoned if the Archmage lives for 20 more seconds (Har har).
Brilliance Aura: Passive. Increases the Mana Regeneration rate of nearby friendly units, Archmage included, by 2.25 Mana/Second. Useless in a duel, since 705 Mana will last *far* longer than Archmage's HP.
Mass Teleport: Warps the Archmage and any nearby friendly units to any location where he has a friendly unit (Instant). 100 Mana, 20 second cooldown. Beyond useless in a duel. Unless he creates Water Elementals (who have *shit* for movespeed) and sends them out in the boonies as areas to teleport to, he'll never teleport far beyond the reach of his opponent.
Evaluation: High Middle. Solid damage output with a Water Elemental, but he's exceptionally more frail than nearly every hero, and less durable than most high-end basic units.
Mountain King[/i]
"Could yeh' put some bonus points in mah' drinkin' skills?"
HP: 1375 (1875)
Mana: 420
Ground Attack: 64 (84), Hero, Melee
Air Attack: None
Cooldown: 2.22/--
Armor: 6, 26.47% (11, 39.76%) Hero
Abilities:Storm Bolt:
Deals 350 damage to a single target and causes 5 seconds of Stun (Instant). 75 Mana; 9 second cooldown. Stupidly powerful spell. The short cooldown combined with the long stun means most units spend more than half the battle stunned. Not good. Add to it the killer 350 damage and you have a psychotic duelling move.
Thunderclap: Deals 140 to all nearby enemies units and slows their movement and attack speed by 50% (5 second duration). 90 Mana; 6 second cooldown. What the Mountain King uses in-between Storm Bolts. Solid damage, and awesome speed reduction.
Bash: Passive. Grants a 40% chance per attack that the Mountain King will deal +25 damage and stun the opponent for 2 seconds. Solid ability, but largely superfluous with Storm Bolt and Thunderclap in play. Awesome as a fallback for when he runs out of mana, though.
Avatar: Grants the Mountain King +500 Hit Points, +20 damage, +5 Armor, and Spell Immunity (60 second duration). 150 Mana; 180 Second cooldown. Another beyond powerful dueling ability. Avatar makes the Mountain King nearly impossible to kill, rendering him completely immune to hostile magic and giving a solid HP and Armor bonus to make tanking physical abilities a joke.
Evaluation: Godlike, no question. The Mountain King is the original, and possibly still the best, hero killer. An opening Storm Bolt, followed by Thunderclap, will KO most DL opponents. Another Stormbolt followed by Avatar will slaughter the rest. His *only* downside is that he can only cast a handful of spells. This won't matter much, though, given how unlikely it is anything will survive just two Storm Bolts.
Blood Mage[/i]
"Hi, my name is Roy. I'm a Magic-Addict."
HP: 1000
Mana: 690
Ground Attack: 51, Hero, 60 Range
Air Attack: None
Cooldown: 1.64/--
Armor: 5, 23.08%, Hero
Abilities:Flame Strike:
Deals 110 damage per second for 3 seconds, followed by 6 seconds of moderate damage (3 seconds, followed by 6). 135 Mana; 10 second cooldown. Solid dueling move, but like the Archmage's Blizzard, it's incredibly easy to avoid most of the damage. Unlike the shitty Blizzard, however, Flame Strike deals solid damage and does not require channeling.
Banish: Turns the target ethereal and slows movement by 50%. The target can no longer attack (it can still cast spells) or be attacked, but it will take 66% additional damage from spells (18 second duration). 50 Mana; No cooldown. Awesome dueling move when combined with Flame Strike. The movement reduction of Banish will actually allow Flame Strike to deal damage, and the Etheral status will greatly amplify Flame Strike's damage.
Siphon Mana: Drains 45 mana per second from the target (6 second duration. Ranged channeling). 10 Mana; 6 second cooldown. Useful if the Blood Mage needs HP restored (not likely), or in the more likely event, he wants to reduce his opponent's MP to 0. The main drawback is that the spell is channeling (ew) and that the enemy can simply move out of range (more ew) to break the effect. Useful in a pinch, but hardly a stellar ability.
Phoenix: Summons a Phoenix with 1250 HP, 68 Magic 60 Range/1.4 Cooldown Ground & Air attack, Spell Immunity, Resistant Skin, and 25 damage/sec immolation in the surrounding area. If destroyed, the Phoenix will become a Phoenix Egg, which will be become a new Phoenix in 10 seconds (Egg has 200 HP). 175 Mana, 180 second cooldown. A handy ability, since it deals the often unresisted Magic-type damage. The Phoenix also has a rather powerful attack, which can greatly add to the Blood Mage's overall damage output.
Evaluation: High Heavy/Low Godlike. Basically, what the Archmage wishes he was. An AoE spell that isn't absolute shit, a summon that doesn't blow, and skills that have natural synergy with each other. Blood Mage's general strategy is to Banish his target, then Flame Strike it into oblivion. Unlike the Mountain King, however, the Blood Mage will run into trouble against magically resistant enemies, nor does he have the Mountain King's obscene amount of stunlocking. Still probably a Godlike, though not an overpowering one. Status and/or magic immunity handles him well enough.
Ground Units[/color]
Peasant[/i]
"You're the King? Well I didn't vote for you."
HP: 220
MP: 0
Ground Attack:
5.5 (17), Normal, Melee
Air Attack: None
Cooldown: 2/-- (1.2/--)
Armor: 0, 0% (4, 19.35%), Normal
AbilitiesRepair: Repairs a damaged building!
Gather: Collects Lumber and Wood!
Return: Returns collected resources to nearest townhall!
Build Structure: Builds stuff!
Call to Arms: Morphs the Peasant into a Militiaman (Only if a Town Hall is nearby). Refer to stats in parantheses above. Peasant loses his constructive abilities but becomes better at combat. Lasts 45 seconds.
Evaluation: Puny. Call to Arms is questionably legal, although you could argue he could come into the fight as a Militiaman. Even then, Militiamen suck bad. Plus he loses his godly resource gathering and construction abilities. Fail.
Footman[/i]
"Uncle Lothar wants YOU!"
HP: 420
MP: 0
Ground Attack:
12.5, Normal, Melee
Air Attack: None
Cooldown: 1.35/--
Armor: 2, 10.71%, Heavy
No abilities
Evaluation: Light. Bad damage, not very good HP, and an awful Armor type. He owns workers, and that’s about it. Seriously, he's outdamage by MILITIA, how pathetic is that?
Rifleman[/i]
"Guns don't kill people. I DO! HAHA!"
HP: 505
MP: 0
Ground Attack:
28.5, Piercing, 80 Range
Air Attack: 28.5, Piercing, 80 Range
Cooldown: 1.5/1.5
Armor: 0, 0%, Medium
Abilities:Long Rifle: Passive. Increases attack range by 20 (already factored in).
Evaluation: High Light. Nice range gives him 2-3 free shots with passable damage before melee opponents can close the range. His big glaring weakness, however, is 0 Medium armor. Medium increases the damage he takes from Normal damage (almost everything in the DL, except some ranged people) by 50%. He'll only take 75% damage from FE mage attacks though!!
Knight[/i]
"My favourite colour is blue. NO! YELLOW!"
HP: 985
Mana: 0
Ground Attack:
40, Normal, Melee
Air Attack: None
Cooldown: 1.5/--
Armor: 5, 23.08%, Heavy
AbilitiesAnimal War Training: Passive. Grants a +150 HP bonus (already factored in)
Evaluation: High Middle/Low Heavy. The best non-hero ground unit in the game. Awesome HP, ridiculous armor for a non-hero, and a damaging physical attack. Held back by a lack of any real abilities, and while solid, his stats don't stand out compared to heroes or ultra high-end units.
Priest[/i]
"Side effects may include: dry mouth, nausea, vomiting, water retention, painful rectal itch, hallucination, dementia, psychosis, coma, death, and halitosis. Magic is not for everyone. Consult your doctor before use."
HP: 370
Mana: 400
Ground Attack:
8.5, Magic, 60 Range
Air Attack: 8.5, Magic, 60 Range
Cooldown: 2/2
Armor: 0 , 0%, Unarmored
Abilities:Heal: Recovers 25 HP; 5 Mana; 1 second cooldown. Healing 25 HP per second is usually enough to keep up with most physical attacks. Not enough to prevent being heal-locked, however, so this ability is largely useless.
Dispel: Removes all spell effects, both positive and negative from any target, and deals 200 damage to Summoned units; 75 Mana; No cooldown. Very useful spell, though it's dueling application is a bit limited. This spell is a great counter to buff-whores, as well as debuff whores. Also blasts summons out of the sky.
Inner Fire: Increases target's damage by 10% and armor by 5 (60 second duration); 35 Mana; 1 second cooldown. Useless in a duel, since you can't self-target Inner Fire. Awesome spell for team matches though.
Priest Adept Training: Passive. Increases Hit Points by 40, Mana by 100, Mana Regeneration by 30%, and allows the casting of Dispel (already factored in).
Priest Master Training: Passive: Further increases Hit Points by 40, Mana by 100, Mana Regeneration by 30%, and allows the casting of Inner Fire (already factored in).
Evaluation: Low Light. Awful defense (0 and Unarmored) and bad HP make him fodder to any decent damage attacks. There's also the complete lack of damage, and the lack of any useful spells in a duel. Still, heal probably puts him above anyone in Puny, so he makes it to Low Light by default.
Sorceress[/i]
"For the end of the world spell, press Control, Alt, Delete."
HP: 405
Mana: 400
Ground Attack:
11, Magic, 60 Range
Air Attack: 11, Magic, 60 Range
Cooldown: 1.75/1.75
Armor: 0, 0%, Unarmored
Abilities:Slow: Reduces target's attack rate by 25% and movement speed by 60% (60 second duration); 50 Mana; 1 second cooldown. Powerful, powerful spell. The attack speed reduction is nice, but the real boon in a duel is how badly it cripples movespeed. A Sorceress can kite a unit with ease for a full 60 seconds, then quickly apply another Slow to continue the mocking.
Invisibility: Makes target invisible, rendering it immune to targetting (120 second duration, or until the unit takes any non-move action); 50 Mana; No Cooldown. Horribly useless. Cannot self-target for one, and additionally it wears off if any useful duelling action is taken.
Polymorph: Turns target into a sheep, preventing it from dealing damage or using abilities (60 second duration, cannot be used on Heroes); 220 Mana. The Sorceress's bread and butter spell. Only high HP units or Heroes can survive two uses of Polymorph.
Sorceress Adept Training: Passive. Increases Hit Points by 40, Mana by 100, Mana Regeneration by 30%, and allows the casting of Invisibility (already factored in).
Sorceress Master Training: Further increases Hit Points by 40, Mana by 100, Mana Regeneration by 30%, and allows the casting of Polymorph (already factored in).
Evaluation: High Middle. Polymorph is that evil. Against anything with decently above average HP or status resistance, she's fucked. Even with two Polymorphs, she can only deal slightly more than 600 damage to a single target before running out of gas. Once an opponent survives her status effects, she'll get torn to mincemeat with her awful durability.
Spellbreaker[/i]
"I'm a magic man. I got magic hands."
HP: 600
Mana: 250
Ground Attack:
20, Normal, 25 Range
Air Attack: None
Cooldown: 1.9/--
Armor: 3, 15.25%, Medium
Abilities:Spell Steal: Steals a positive buff and gives it to Spell Breaker, or takes a negative buff off and applies it to an opposing target (Instant); 75 Mana; 3 second cooldown. This spell is rippler on crack. it utterly shuts down most buffers and status whores, since it'll immediately reverse the effects to the Spell Breaker's benefit.
Control Magic: Gives the Spell Breaker control over any summoned unit (60 second duration); .45*cHP of target Mana Cost; 5 Second Cooldown. Very odd spell. Not much use in the DL, but it totally fucks over the few summoners there are.
Feedback: Passive. Every time the Spell Breaker attacks, he destroys 20 of the target's Mana. For each point of Mana lost this way, the target also takes 1 damage. Essentially, this gives Spell Breaker +20 to his physical damage against anyone with an MP pool. Awesome ability in the DL.
Spell Immunity: Passive. Spell Breaker is immune to negative spells.
Evaluation: High Middle/Low Heavy. Massive spoiler. Totally destroys any mage, summoner, status whore, buffer, or anyone who needs to use any sort of magical effect to do well, but doesn't do so hot against pure physical characters. (although if they rely on a Mana pool, they could be in trouble). Still, the number of people he beats in Middle and Light is enormus, so he's likely a low Heavy.
Mortar Team[/i]
"Clearly Tassadar has failed us. You must not."
HP: 360
Mana: 0
Ground Attack:
79, Siege, 115 Range (25 Min)
Air Attack: None
Cooldown: 3.5/--
Armor: 0, 0%, Heavy
Abilities:Flare: Reveals all units, including invisible ones, in the surrounding area (15 second duration); No Mana; 120 second cooldown. Godlike. This ability clearly makes Zeratul cower in fear.
Fragmentation Shards: Passive. +25 damage to Unarmored and Medium armor units. This essentially negates the massive penalty Siege damage receives when attacking Medium armor.
Evaluation: Low Middle. Great damage, terrible speed and durability. Moreover, the minimum range is horrible in a duel. Anyone who can close the distance and attack in melee range will eat the Mortar Team for lunch; closing the distance isn't hard with that craptastic attack speed. Still, probably has sufficient damage to OHKO some people, and munchs on ranged people as well.
Siege Engine[/i]
HP: 700
Mana: 0
Ground Attack:
68, Siege, 18 Range
Air Attack: 18, Siege, 50 Range
Cooldown: 2.1/2.1
Armor: 2, 10.71%, Fortified
Abilities:Barrage: Passive. Every two seconds, launches 9 rockets that have 50 range and deal 25 damage to air units.
Evaluation: High Middle/Low Heavy. It's a tank, of course! Awesome durability, passable damage, and total domination of air units. Could definitely use some speed, but can still overwhelm most of Middle and Light easily enough.
Aerial Units[/color]
Flying Machine[/i]
"They came from...behind!"
HP: 200
Mana: 0
Ground Attack:
12, Siege, Melee
Air Attack: 19, Piercing, 50 Range
Cooldown: 2.5/2
Armor: 2, 10.71%, Heavy
Abilities:True Sight: Passive. Reveals invisible units within the Flying Machine's field of vision.
Flying Machine Bombs: Grants a land attack to the Flying Machine (already factored in).
Flak Cannons: Flying Machine's air attack deals splash damage (useless in a duel).
Evaluation: High Light. Holy shit this thing sucks. Total garbage for HP, damage, and attack speed. It's ONLY saving grace is that it is aerial, and thus immune to melee ground attacks. Still, anything with a ranged attack should rip this piece of garbage apart.
Gryphon Rider[/i]
"Judge meh' by mah' size, do yeh'?"
HP: 975
Mana: 0
Ground Attack:
68, Magic, 45 Range
Air Attack: 68, Magic, 45 Range
Cooldown: 2.2/2.4
Armor: 0, 0%, Light
Abilities:Storm Hammer: Passive. The Gryphon Rider deals damage to a line of two enemies rather than a single target. Doesn't affect aerial targets.
Animal War Training: Passive. Grants a +150 HP bonus to the Gryphon Rider (already factored in).
Evaluation: High Heavy. Awesome damage, solid durability, and is a flying unit and thus immune to ground melee attacks. The one real weakness is bad Armor. 0 Armor is pretty bad, and Light is one of the worst armor types. Still, nearly 1000 HP is nothing to scoff at and near-physical immunity makes it largely irrelvant.
Dragonhawk Rider[/i]
"What's a mountain goat doing up here?!"
HP: 725
Mana: 300
Ground Attack:
25, Pierce, 30 Range
Air Attack: 25, Pierce, 30 Range
Cooldown: 1.75
Armor: 1, 5.66%, Light
Abilities:Cloud: Creates a magical cloud that prevents land units underneath from attacking (30 second duration, channeling). 100 Mana, 20 second cooldown. Beyond godlike ability! While the Dragonhawk Rider is wasting time channeling the Cloud, the enemies underneath can move out and shoot him!
Aerial Shackles: Disables an aerial unit, preventing it from moving or attacking, and deals 30 damage a second (40 second duration, channeling). 75 Mana, 30 second cooldown. Completely destroys any flying unit, and useless against everything else.
Animal War Training: Passive. Grants a +150 Hit Point bonus to the Dragonhawk Rider (already factored in).
Evaluation: High Middle. Passable durability and being an aerial unit is nice. Having shit damage with mostly useless abilities isn't quite so nice. Still, the HP combined with being aerial is probably enough to win most of the time in Middle. Cloud clearly would make him uber-Godlike champ material and is banned, of course.
Other races coming later!