Raiders were once considered to be the most honored warriors of the Horde. Yet, just prior to the Second War, Gul'dan the Warlock masterminded the disbanding of the Raiders. Now, after many long years, the young WarchiefThrall has decided to train a new generation. These mighty warriors carry hefty warblades into combat and rely greatly upon the cunning and ferocity of their faithful Wolf mounts to defeat their enemies.
Raiders, as their name suggests, specialize in raiding the enemy by destroying their buildings. They possess fairly high health with a siege melee attack, making them the mobile counterpart of the Human Steam Tank. Before sending out Raiders to harass enemy settlements, it is important to research Pillage so that the Raiders generate resources while attacking enemy buildings. The resources gained from pillaging allow for further research or additional units in the army, especially as many players usually won't have towers defending their town hall early/midway through a game.
Raiders can also learn Ensnare, which allows them to net an enemy unit. Ensnared enemies cannot perform any action other than attacking and casting spells, which allows them to grab any fleeing enemies or stop workers from repairing buildings. Ensnared air units will be brought to the ground and can be attacked by melee units.
Unfortunately, Raiders aren't suitable for anything else due to their siege melee attack which deals reduced damage against non-fortified armor types. They also have medium type armor which makes them die fairly fast to other units.
If the map contains a Goblin Laboratory, Raiders work especially well with the aid of Goblin Zeppelins as it allows them to bypass enemy buildings who may surround their town hall to make aiming it harder. However, additional aerial units should be brought alongside the zeppelins so that they are less likely to be destroyed.
Spells and abilities[]
Ensnare[]
Causes a target enemy unit to be bound to the ground so that it cannot move. Air units that are ensnared can be attacked as though they were land units.
Research Cost
Researched At
Upgrade Time
50 75
Beastiary
40 sec.
Duration (Hero)
Cooldown
Range
Allowed Targets
Effect
9 (3) sec.
15 sec.
50
Ground, Air, Enemy, Neutral
Target caught by net
Ensnare works on all enemy units, including Heroes (although with shorter duration). Ensnare works similarly to the Crypt Fiend's Web ability, but Ensnare can hit any target, although the unit can still attack any unit in range. Use Ensnare on melee units. This will temporarily stop them from moving around as easily and prevents them from using their bulk to tank incoming attacks.
Ensnare also works on enemy workers, which will stop them from repairing buildings if they are doing so. Use it on them when the enemy attempts to repair a building.
Pillage (Passive)[]
Each attack that does damage to a building also gains resources.
Pillage returns 50% of the cost of the building if you destroy it at full health.
Pillage also works on buildings even if the enemy left the match (and would turn them into a neutral passive-hostile faction). Many players in large free-for-all matches generally ignore destroying them, which means free resources for the Raiders.
Upgrades[]
Steel Melee Weapons
Increases the melee attack damage of Grunts, Raiders and Tauren.
Further increases the melee attack damage of Grunts, Raiders and Tauren.
Research Cost
Researched At
Requirements
Upgrade Time
Effect
150 150
War Mill
Stronghold
75 sec.
Normal attack: 25-37 (31 avg)
Arcanite Melee Weapons
Further increases the melee attack damage of Grunts, Raiders and Tauren.
Research Cost
Researched At
Requirements
Upgrade Time
Effect
200 225
War Mill
Fortress
90 sec.
Normal attack: 26-42 (34 avg)
Steel Unit Armor
Increases the armor of Grunts, Raiders, Troll Batriders, Tauren, Troll Headhunters, Troll Berserkers, Wind Riders and Demolishers.
Research Cost
Researched At
Upgrade Time
Effect
150 75
War Mill
60 sec.
Armor: 3
Thorium Unit Armor
Further increases the armor of Grunts, Raiders, Troll Batriders, Tauren, Troll Headhunters, Troll Berserkers, Wind Riders and Demolishers.
Research Cost
Researched At
Requirements
Upgrade Time
Effect
225 200
War Mill
Stronghold
75 sec.
Armor: 5
Arcanite Unit Armor
Further increases the armor of Grunts, Raiders, Troll Batriders, Tauren, Troll Headhunters, Troll Berserkers, Wind Riders and Demolishers.
Research Cost
Researched At
Requirements
Upgrade Time
Effect
300 325
War Mill
Fortress
90 sec.
Armor: 7
Backpack
Gives the ability to carry up to two items. Items carried by the unit will be dropped upon death.
Units can not use or gain benefits of items that they carry.
Research Cost
Researched At
Requires
Upgrade Time
50 25
Townhall-type Structure
Player-built Shop
20 sec.
Manual description[]
Note: The description is very similar to the one in Battle.net, but differs in some sentences.
The marauding, wolf-riding raiders were once considered to be the most honored warriors of the horde. Yet, just prior to the Second War, Gul'dan disbanded the raiders. Now, after many long years, the young warchief Thrall has decided to train a new generation of wolf riders. These mighty warriors carry hefty warblades into combat and rely greatly upon the cunning and ferocity of their faithful dire-wolf mounts to defeat their enemies.
World Editor description[]
Highly mobile wolf rider. Effective against buildings. Can learn the Ensnare ability.