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AM Rifle
Archmage into Footmen transitioning to Riflemen and Sorceresses. Rifle range controls space, Slow from Sorceresses kites melee armies.
- RaceHuman
- MatchupsHvN, HvH, HvO
- LevelNew to WC3
- Difficultyeasy
- Hero openerArchmage
How it plays
- Archmage Water Elementals are free units that trade well early — micro them aggressively
- Brilliance Aura gives permanent mana regen to all nearby units — enables Blizzard spam
- Riflemen have the longest range of any T1 ground unit — kite melee effectively
- Mountain King second for Storm Bolt stun and Bash — shuts down enemy hero plays
- Priests with Inner Fire buff Riflemen damage, Heal sustains the army between fights
- Spell Breakers at T2 — Control Magic steals summons, Spell Immunity blocks nukes
- Wins against: most standard openers, NE Archer builds, Orc Grunt builds
- Loses to: mass Mountain Giants with Taunt, UD Destroyer transitions
Tier progression
Tier 1
- Buildings
- Altar of Kings, Barracks, Farm, Blacksmith
- Units
- Footman, Rifleman
- Goal
- AM + Footmen for creeping, transition to Rifles
Tier 2
- Buildings
- Arcane Sanctum, Keep
- Units
- Rifleman, Priest, Spell Breaker
- Goal
- MK second hero, Arcane Sanctum for Priests + Spell Breakers
Tier 3
- Buildings
- Castle
- Units
- Knight
- Goal
- Castle for Knight production and Master Training upgrades
- Notes
- T3 is optional — many games end at T2 with Rifle/Caster army
Hero skill order
Archmage
- Blizzard — level 3
- Summon Water Elemental — level 3
- Brilliance Aura — level 1
Mountain King
- Storm Bolt — level 3
- Thunder Clap — level 1
- Bash — level 1
Paladin
- Holy Light — level 2
- Devotion Aura — level 1
Core upgrades
- Priest Training
- Defend
- human backpack
If you are new to this build
- Peasants build on-site. Pull a peasant (or 2-3) off mining onto a building to finish it faster -- especially the Town Hall when rushing T2 -- then send them back to the mine.
- Summon Water Elementals with the Archmage at every fight and every creep camp. They're free, expendable units -- re-summon when they expire.
- Riflemen out-range everything on the ground at T1. Stand still, let them shoot, pull back wounded ones. Footmen tank; Rifles shoot -- don't a-move Rifles into melee.
- Get a Blacksmith early for attack/defense upgrades, and Priests (Inner Fire + Heal) once you're at T2. Don't worry about Knights or T3 for a long time -- Rifle + Priest wins most games on its own.
Common mistakes
- Letting the Archmage's mana sit unused.
- Brilliance Aura refills it constantly. Summon a Water Elemental, then Blizzard their army or workers -- unspent mana is damage you didn't do.
- Riflemen melting in melee because you a-moved.
- Position them, shoot from max range, and micro the front-line ones backward. Let your Footmen and Water Elementals soak the hits.
- Getting all-in'd early with no Militia call.
- Call to Arms turns your peasants into Militia for 45 seconds. Use it to survive an early rush, then send them back to mining.
- Skipping Blacksmith upgrades.
- +1 attack on a Rifle line is enormous. Get Iron Forged Swords / Iron Plating level 1 going as soon as the Blacksmith is up.
Before you try it
- Comfortable summoning and re-summoning Water Elementals during fights.
- Know how to Call to Arms (Militia) to defend an early push and how to send peasants back to work.
Pro replays running this build
3 tournament games. Each opens in the 3D simulator on this player's side.
Drop your own replay to see where yours came apart against this build.
Open the analyzer