For lore, see witch doctor.
Troll Witch Doctor
Race Jungle troll
Faction Orcish Horde
Hit points 315
Hit point regeneration Always
Hit point regeneration rate 0.25 HP/sec.
Mana 200 (Initial 75)
Mana Regeneration rate 0.72 Mana/sec.
Unit Classified As Ground
Level 2
Gold 145 Gold
Lumber 25 Lumber
Food 2 Food
Produced at Spirit Lodge
Build time 30 sec.
Attacking priority 7
Hotkey W
Collision Size 16
Weapon(s) Troll Witch Doctor's Staff
Normal attack 10-14 (12 avg)
Can attack Ground, Structure, Debris, Air, Item, Ward
Range 60
Attack type Magic
Cooldown 1.75 sec.
Weapon type Missile
Armor Type Flesh
Defense Type Unarmored
Armor 0
Day Sight 140
Night Sight 80
Movement Speed Average (270)
Sound Set WitchDoctor
This article contains lore taken from Warcraft III: Reign of Chaos, Warcraft III: The Frozen Throne, the manuals, and/or official bonus maps.

Although they are savage and nefarious in the extreme, the Troll Witch Doctors have aligned themselves with the Horde out of pure necessity. These dastardly magic users are adept at manipulating the chemical processes within their fellow warriors in order to augment their combat abilities.


The Witch Doctor is an important part of the Orc army. The main benefit of the Witch Doctor is Healing Wards. Healing Wards can keep an entire army alive during battle. The Witch Doctor is also useful for placing Sentry Wards around the map. If you have multiple Spirit Lodges for Shamans it's pretty easy to research Witch Doctor Adept and Master training and add some Witch Doctors to the mix.

Witch Doctors are weak spellcasters. Run whenever the enemy attacks them.

Spells and abilities

Sentry Ward

Summons an invisible and immovable ward that provides vision in an area. Can see invisible units. Lasts 600 seconds.
The ward has 200 hit points and 0 Medium armor.
Duration Mana Cost Range Area of Effect Effect
600 sec. 50 50 160 Reveals map and invisible units

Sentry Wards last 10 minutes! The Witch Doctor comes with this spell initially, so build one and place Sentry Wards around key locations such as Fountains, enemy towns, enemy mines, key traveling points on the map, and your town, in order to spot invisible units. If you're having trouble with Night Elves using Shadowmeld or Blademasters using Wind Walk, the Sentry Ward is the perfect solution.

Sentry Ward Counters

Use Invisibility Detection to reveal Sentry Wards and destroy them.

Stasis Trap Ward

Summons an invisible and immovable ward that stuns enemy units around it. The trap activates when an enemy unit approaches. The trap lasts 150 seconds. The stun lasts 6 (2.5) seconds.
The ward has 100 hit points and 0 Medium armor.
Duration Mana Cost Range Activation Delay Detection Radius Area of Effect Allowed Targets Effect Requirements
150 sec. 100 50 9 sec. 17.5 40 Enemy, Ground Target stunned for 6 (2.5) sec. Witch Doctor Adept Training

Use Stasis Trap for town defense. Place a Stasis Trap Ward right inside your town. If the enemy attacks your town, they will either have to run away or be stunned by the Stasis Trap.

Cast a Stasis Trap behind enemy units in combat. If they attempt to run they will be stunned and their retreat will be cut off.

Cast a Stasis Trap in enemy towns. If they stick around to defend the town they will be stunned.

Stasis Traps will destroy other Stasis Traps within their area of effect.

Typically people "spam" Stasis Traps all around so if the enemy kills one, another one will still work.

The enemy can steal your Stasis Trap with Control Magic so beware and stop using it if that starts happening. This might be difficult to notice.

Use Stasis Traps to buy yourself some time to rebuild your army and get reinforcements to the area. If you lay down a line of Stasis Traps in the enemy's path you can delay them for quite a while.

Stasis Trap Counters

Always kill any enemy Stasis Traps the second you see them. Kill the Stasis Trap before it becomes invisible. Ranged units like Archers are especially good at doing this. If you try to use Melee units you may lose your army trying to reach the Stasis traps. That's why ranged units are best.

It takes 10 seconds to activate a Stasis Trap. If players run before the trap stuns they can get away.

Command 1 weak unit to run in and trigger it, then run in with the rest of your army.

Use Control Magic from the Spell Breaker to take control of the Stasis Trap.

Healing Ward

Summons an immovable ward that heals 2% of a nearby friendly non-mechanical unit's hit points per second.
The ward has 5 hit points and 0 Medium armor.
Duration Mana Cost Range Area of Effect Allowed Targets Effect Requirements
30 sec. 200 50 50 Air, Ground, Friend, Organic, Self Heals 2% HP/sec Witch Doctor Master Training

Healing Wards only have 5 hit points and 0 Medium armor.

Healing Wards are one of the best Orc abilities. Cast a Healing Ward then collect all damaged units around it for healing.

Cast a Healing Ward next to units fighting in combat then collect them around the Ward during the battle.

Lay down multiple Healing Wards. If the enemy kills one you will then still have backups. Multiple Healing Wards don't increase the amount of healing received but they can cover a larger area to make sure everyone is covered by the Healing Wards and back each other up if one falls.

Healing Ward Counters

Destroy the Healing Ward or force the enemy units trying to heal out of range of the Healing Ward's power.


Troll Regeneration
Increases the hit point regeneration rate of Troll Headhunters, Troll Berserkers, Witch Doctors and Troll Batriders by 1 per second.
Research Cost Researched At Requirements Upgrade Time Effect
100 Gold 100 Lumber Barracks Stronghold, War Mill 60 sec. HP Regen Rate: 1.25 HP/sec.
Witch Doctor Adept Training
Increases mana capacity by 100, mana regeneration rate by 30%, hit points by 40, and gives Witch Doctors the ability to cast Stasis Trap.
Research Cost Researched At Upgrade Time Effect
100 Gold 50 Lumber Spirit Lodge 60 sec. Hit Points: 355
Mana: 300 (Initial 112.5)
Mana Regen Rate: 1.04 Mana/sec.
Spell Learned: Stasis Trap Ward
Witch Doctor Master Training
Further increases mana capacity by 100, mana regeneration rate by 30%, hit points by 40, and gives Witch Doctors the ability to cast Healing Ward.
Research Cost Researched At Requirements Upgrade Time Effect
100 Gold 150 Lumber Spirit Lodge Witch Doctor Adept Training, Fortress 75 sec. Hit Points: 395
Mana: 400 (Initial 150)
Mana Regen Rate: 1.36 Mana/sec.
Spell Learned: Healing Ward

World Editor description

Supporting spellcaster. Can initially cast Sentry Ward, which summons an invisible detector. Can also learn Stasis Trap and Healing Ward.



Patch changes

  • WC3tFT-logo.png Patch 1.13 (2003-12-16): Stasis Trap area of effect reduced to 400 from 500.
  • WC3RoC-logo.png Patch 1.06 (2003-06-03): Most spellcasters (Sorceress, Priest, Shaman, Witch Doctor, Necromancer, Banshee, Druid of the Talon) have been re-balanced. In general, units with piercing damage rip up spellcasters, while basic melee units, such as Ghouls or Footmen, are weak against spellcasters. The specific changes to the units in question are:
    • They have a new armor type, unarmored, which takes bonus damage from siege and piercing attacks.
    • They also have a new damage type, magic, which does reduced damage to fortified and hero armor, but does bonus damage against medium armor.
    • They had their damage adjusted, typically downwards.
    • They no longer gain damage as they go up in level, and gain less hitpoints as they go up in level (but start with more hitpoints when initially built)
    • Many autocast buffs and debuff costs reduced.
    • Casters, including Dryads, have had their mana regeneration rates boosted by 30%.
  • WC3RoC-logo.png Patch 1.03 (2002-10-09):
    • Stasis Trap no longer stuns friendly units, but has a shorter duration (6 seconds, down from 12 seconds). Stasis Traps, when they are set off, also destroy other Stasis Traps within their area of effect.
    • Stasis Ward and Sentry Ward no longer inhibit movement or building construction.

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