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Warcraft 3 Patch 1.30 - Highlights and First Impressions!

05.07.18 | RehcraM, UgriWC3 36841


The second step for the revival of Warcraft 3 has just been announced with patch 1.30 – and boy, what a step! The patch contains Hero tweaks, anti-cheat, bug fixes and a whole ton of unit changes. In the article below we’ve highlighted some of the biggest changes to give you crème de la crème of the patch (note that not all changes are included in this article. See the full patch notes here(balance), here(map pool) and here(PTR)). Furthermore, we’ve gotten first impressions for each race from Back2Warcraft caster Remodemo and writer RehcraM!

Tip: It's a long article, so use the table of contents on the left to navigate through the article!


Human changes

Flying Machine

  • Increased Hit Points from 200 to 250
  • Increased cost from 90 to 100
  • Increased Damage from 14 - 15 to 18 - 19 (air-vs-air only)
  • Flak Cannons now unlocks with Keep


  • Damage reduction reduced from 50% to 40%
  • Reflection damage reduced from 100% to 90%


  • Decreased duration from 45 to 40 seconds

Mortar Teams

  • Decreased half damage radius from 150 to 100
  • Decreased quarter damage radius from 250 to 200
  • Fragmentation Shards
    • Reduced half damage radius from 275 to 225
    • Increased quarter damage radius from 250 to 275
    • Reduced bonus damage for half damage radius from 18 to 15
    • Reduced bonus damage for quarter damage radius from 12 to 10

 Improved Masonry

  • Level 1: Increased to 125 and 50
  • Level 2: Increased to 150 and 75
  • Level 3: Increased to 175 and 100

Orb of Fire

  • Increased hero bonus damage from 5 to 10
  • Increased splash damage radius from 140 to 150
  • Increased cost from 275 to 325

Siege Engine

  • Increased Supply cost from 3 to 4


Water Elemental

  • Level 1: Decreased Hit Points from 525 to 500; increased damage from 18 - 22 to 19 - 23
  • Level 2: Decreased Hit Points from 675 to 625; increased damage from 31 - 39 to 33 - 41
  • Level 3: Decreased Hit Points from 900 to 825; increased damage from 41 - 49 to 44 - 52

Brilliance Aura

  • Level 2: Decreased mana regeneration from 1.5 to 1.25 per second
  • Level 3: Decreased mana regeneration from 2.25 to 1.75 per second

Mass Teleport

  • Increased Area of Effect from 700 to 800

Impression - HU changes

RehcraM: I’ll start off with my grumpy hat on regarding the changes to Militia duration time (and to some degree Defend). I don’t mind Human getting nerfed one bit, but I believe that Blizzard has slipped up in the way they’ve decided to do so. The Militia nerf will make it significantly harder to capture and secure an expansion, and the Defend nerf will make it harder to subsequently survive on tier 1 until you’ve teched up. My beef with this is, that I find that it’ll affect the inexperienced players much more than the seasoned pros. I won’t dive too much into my reasoning for this as it’d be a long tirade, so I’ll just state that I think Blizzard should’ve found a way to make early expansions less rewarding for Humans instead of making it harder to obtain it.

Alright, let’s talk about the good nerfs now! I think nerfing the Siege Engines was overdue. Partly due to them being a strong unit and partly due to how frustrating it is to play against the type of playstyle they cause. The nerf is very subtle (perhaps even too subtle) so we are definitely still going to see Siege Engines. Increasing the supply cost by 1 only really affects the “mass Siege Engine, Attack-move to opponent’s base and pray”-strategy.

As a general theme for patch 1.30 I’m a big fan of Blizzard deciding to make magic disrupting abilities less powerful. This manifest itself here with the small nerfs to Spell Breakers and Priests.

I’m very pleased to see the change of Flak Cannons being unlocked at Tier 2 as I think it’ll spark a thrill in the matchup against Undead. Maybe this will even lead to Humans being more inclined to play on 1 base! I do, however, think they’ve taken it a liiittle too far with the damage buff – that’s my only qualm with this change

Remodemo: Biggest Buff: Flying Machines. Much stronger and much more supply efficient now for only a slight cost increase. Plus they reach their full potential already on T2. A very curious choice in my opinion. As this will only really affect the matchup vs. Undead. When Human seemed to have the most trouble against the other races. Perhaps the idea is to have a more reliable and earlier answer to destroyers (aside from towers) than in the past.

Biggest Nerf: Militia duration. 5 seconds duration may not seem like all that much, but I believe this will have a massive impact. A lot of early game strategies vs Human revolve around killing as many workers as possible. This will become a lot more effective now. Not to mention that some camps, including fast expansion ones, will be tremendously more difficult to creep. Perhaps even to the point of impossible with enemy interference.

A lot of the other changes make sense. Mortar teams have always outshined the other ranged siege units in the game. How drastic this change actually is, we will have to figure out in game.

But most importantly, the abusive strategies are getting targeted: T2 tower push (Ivory nerf as well as burrow buff), defend, tanks, masonry. For my taste these nerfs are not quite severe enough but at least we are seeing a trend. That makes me hopeful. For I have seen enough mass Tank & Tower games for two lifetimes.

What disappoints me, is that no steps were taken to address the biggest weakness of the race: the reliance on two bases in two matchups.

Orc changes

Troll Berserker/Headhunter

  • Increased Hit Points by 25
  • Increased Regeneration upgrade from 0.8 to 1.0 Hit Points per second
  • Decreased the damage debuff on Berserkers from 50% to 40%


  • Increased Hit Points from 335 to 350
  • Increased bonus damage from 8 - 9 to 10 - 11
  • Purge: Decreased mana cost from 75 to 65

Tauren Totem

  • Now unlocks with Stronghold instead of Fortress
  • Now trains Spirit Walkers and Spirit Walker upgrades

Scroll of Speed

  • No longer applies to Goblin Sappers


  • Reduced Agility from 24 to 22

Bat Rider

  • Increased bonus damage from 13 - 15 to 16 - 18
  • Liquid Fire: Reduced the attack speed debuff from 80% to 60%

Reinforced Defenses

  • Reduced from 200 to 150
  • Unlocks with Stronghold instead of Fortress

Spiked Barricades

  • Level 2: Reduced from 175 to 125
  • Level 3: Reduced from 275 to 175

Impression - ORC changes

RehcraM: I’m not a fan of the change to make Reinforced Defenses available on tier 2. I do think the weakness of Orc Burrows should be addressed (especially against Human), but this will allow the Orc to stay on Tier 2 for much longer against Undead and set up an expansion with reinforced Watch Towers before UD can challenge it with their tier 3 army. A better change would, in my opinion, be to split Reinforced Defenses into two upgrades. One that unlocks at tier 2 and reinforces Burrows and one that unlocks on tier 3 and reinforces Watch Towers.

The changes to Tauren Totem is a hefty modification, and I’m anticipating it positively. I find that it brings one relevant nerf and one relevant buff that I think will counterweight the nerf. The nerf being that Orcs will now be forced to make an early War Mill, which is 205g that they’ll need to put aside in the early game. I don’t view the loss of accessibility to Shamans and Witch Doctors as a nerf as they were used next to never. Having already built your Tauren Totem will make Taurens a better unit in the sense that it’s much easier to get. I doubt that they’ll become meta, but I think we’ll see the quite a bit more often at least. All-in-all, this change seems fairly radical, but I doubt it's going to change too much in the meta.

Remodemo: Biggest Buff: Reinforced Defenses. How happy they must be! For years and years the green skins and their humble dwellings have been getting abused. No more!  Well, at least as long as you're Tier 2, have a war mill and 150 to spare. Against Human especially this will have long reaching ramifications. Against the other races, I'm not quite certain. Since against Undead you tend to get that before any real danger anyways and in the other two matchups every bit of resources, especially gold, you spend needs to be wisely invested.

Biggest Nerf: Liquid Fire? Of absolutely no consequence for the pro scene. But I know many a ladder player will rejoice over this.

It seems odd, that the Orc's Units and Upgrades are the only ones of the four races, that receive not a single nerf this patch. No relevant part of their arsenal, anyways. Perhaps this is a response to all the players lamenting over the blade master nerf. Which, to be fair, has been very noticable.

Or perhaps Blizzard chose this approach because the community had for years been saying that Orc units are no threat without their supporting cast of Heroes. Which I can agree with, I suppose.

The Orcs may have received a few slight buffs here and there but I don't imagine any of them to become too impactful. Where they do end up scoring big is in the fact that they are the only faction not to get considerably weakened. And in comparison, become stronger. They are the beneficiaries of the others' misery.

Undead changes


  • Increased Hit Points from 220 to 230
  • Increased Hit Point Regeneration while on Blight from 2 to 4 per second
  • Increased armor from 0 to 1 (6% damage reduction)
  • Increased movement speed from 220 to 250

Obsidian Statue

  • Reduced Hit Points from 550 to 500


  • Reduced Hit Points from 900 to 850
  • Reduced Orb of Annihilation bonus damage from 20 to 15
  • Devour Magic: Decreased damage against summoned units from 180 to 160


  • Cripple: Reduced mana cost from 175 to 150
  • Unholy Frenzy: Reduced drain from 4 to 3 Hit Points per second
  • Raise Dead: Increased base summon duration from 40 to 45 seconds
  • Skeletal Master now unlocks with Halls of the Dead
  • Skeletal Longevity cost increased from 50 to 75 and duration increased from 15 to 20 seconds
  • Skeleton Mage health increased from 230 to 240
  • Skeleton Warrior Health increased from 180 to 190


  • Reduced cost from 255 to 225
  • Reduced build duration from 100 to 90 seconds

Haunted Gold Mine


  • Reduced Blight radius from 960 to 768
  • Reduced cost to 225 and 210


  • Increased Hit Points from 550 to 600

Orb of Corruption

  • Decreased armor reduction from 5 to 4

Disease Cloud (Abomination)

  • Increased damage from 1 to 2 per second
  • Reduced duration from 120 to 90 seconds


Frost Armor

  • All Levels: Reduced slow duration against all units to 4 seconds from 5 seconds

Impression - UD changes

Remodemo: Biggest Buff: Disease Cloud. And then we doubled it! Matt Morris seems to be going full Jay Wilson on this one. This is potentially an insane amount of damage.

Biggest Nerf: Destroyers. A lot of players over the years complained about them. Not only for being too powerful but also for making for unenjoyable games. Anyone who has ever watched a Destroyer mirror will know what I'm talking about. Going mass destroyers will certainly be less desirable now. But I still believe a healthy amount of one to two will remain a staple in most undead armies.

Undead had numerous weaknesses in the past. Of economical nature mostly. The changes to Ziggurats and Acolytes will are designed to strengthen the race in that department. Along with the other structural buffs this will certainly help in the effort of turning the Scourge into a competitive two base race. However I'm still not certain that it's good enough.

To compensate for the nerfs to the powerful aspects of the race (Statues, Orb, Destroyers, Wyrms) came buffs to the underused cast. Expansions, Cannibalize and first and foremost the Necromancer.

Oh, the Necromancer. Not only is this unit weak (or has been), I think it's also poorly designed. For casters to be good and – just as importantly – fun to play and play against, they need to be good on initiate and as the only one on the map. One single curse, spirit link, heal, slow, or fearie fire is very strong in the midgame. Whereas on Raise Dead is the exact opposite. And not only is the skill Raise Dead complete trash, there even is a prerequisite for it: there needs to be a corpse. But however bad they may be, we did see them from time to time. Alright, what were those games like? I can tell you. It was an Undead turtling on one base, rushing T3, getting all the upgrades and then all-inning either expansion or main of the opponent. By then you are hard commited to mass necros. Which you cannot really support without wagons and statues. So you're shoe-horned even more into one type of play. And again, it's an all-in. You either win or lose the game right there on the spot within two minutes after early and mid game without actual player interaction. It's almost poetic, I suppose. The crap unit makes for a crap game. And don't even get me started on Cripple!

The Necromancer needs a lot more than just some tweaks. Either he or the corpse mechanic needs to be redesigned for this unit to get out of the dumpster.

RehcraM: With the 50 HP buff, Ziggurats no longer die to a single Goblin Sapper! This was an issue that Undead players, in my opinion justifiable, have complained about for a long time. Ziggurats will only barely survive the explosion now, so a Blademaster will be able to break the wall-off to the Acolytes open unless the Undead reacts quickly with repair.

I dislike the cost and time reduction of Necropolis. We already see Undead players (in the pro scene, specifically Lucifer) build a Necropolis to get 10 extra supply instead of a Ziggurat to reach a faster tech. I don’t think Blizzard intends for this to become meta, so I’m afraid the change might give them unwanted adverse effects. That being said I like that Blizzard is making it more attractive for Undead to expand with the buffs to Necropolis, Haunted Goldmine and Acolytes.

The buff to Disease Cloud is massive. Not only is the total damage output increased by 50%, but the duration has also been reduced so the damage taken is more noticeable. Not only will it make them better in the rare instances we already see Abominations, but I could very well see them being played more frequently. I think it’d be neat to have Abomination become un-devourable by Orc’s Kodo Beasts (like Resistant Skin for Mountain Giants) as this would give Undead more flexibility in a matchup, where they are in dire need of it.

I don’t have much to say about the nerfs to Destroyers and Orb of Corruption. I simply think that Undead was much too reliant of both. As I’ve insinuated above I believe Undead needs much more elbow room in their playstyle. This is a step in the correct direction to give them this, if the buffs can make up for the nerfs.

Night Elf changes


  • Increased Hit Points from 245 to 260


  • Decreased half damage splash radius from 125 to 100
  • Chimera’s Roost no longer requires Ancient of Wind

Druid of the Claw (Bear Form)

  • Decreased bonus damage from 29 - 44 to 25 - 40

Druid of the Talon

  • Increased cost from 135 to 150
  • Faerie Fire
    • Reduced duration on units from 90 to 70 seconds
    • Reduced duration on heroes from 60 to 40 seconds


  • Reduced damage against summoned units from 300 to 250

Glaive Thrower

  • Increased bonus damage from 36 - 53 to 51- 68

Mountain Giant

  • Decreased cost from 425 to 350
  • Decreased Supply from 7 to 6

Hippogryph Rider

  • Increased Hit Points from 765 to 780
  • Hippogryph Taming is researched by default

Ancient of War

  • Reduced Hit Points from 1000 to 900
  • Reduced bonus attack damage from 44 to 36
  • Removed Sentinel upgrade – researched by default

Ancient Protector

  • Reduced build time from 60 to 55 seconds
  • Decreased rooted attack cool down from 2 seconds to 1.7 seconds (24.75 to 29.12 damage per second)
  • Decreased uprooted attack cool down from 1.5 seconds to 1.4 seconds (19.67 to 21.07 damage per second)

Moon Well

  • Increased mana regeneration at night from 1.25 to 1.50 per second

Demon Hunter

  • Reduced Agility from 22 to 21
  • Metamorphosis: Reduced duration from 60 to 45

Keeper of the Grove

  • Force of Nature: Reduced mana cost from 125 to 100 on all levels

Impression - NE changes

Remodemo: Biggest Buff: Glaive throwers. Their damage has been buffed by 34%. 34!!! That is absolutely insane. If this doesn't bring the T1 siege vs Human back, I don't know what will. They had only really been relevant in that one matchup before. Perhaps that changes with this buff.

Biggest Nerf: Bears. Only makes sense. They far surpassed their melee T3 counterparts. In stat efficiency as well as versatility.

There are a lot of sleeper changes for this race. Adjustments that may turn out to be rather irrelevant yet on the other hand could prove to become massive game changers. The Mountain Giant being much more attractive in costs, Moon Wells healing (oftentimes the only way of healing) increased by 20%, T1/T2 Buff with Archers, Hunts and Hippos.

All in all I like the changes. If I was to nitpick, I would have liked to see some difficult to perfectly utilize unit abilities added (like raider ensnare). To compensate for the fact that the micro potential for Elf in the highest echelons of competition is more limited than the others'. And I don't quite see the Mountain Giant filling that gap.

RehcraM: The nerf to Ancient of War is a hit on Night Elf's early game creeping, but as the creeping is so fast, the opponent can't really interrupt it anyway. Hence it's still be very strong - just a little slower and you'll need an extra repairing Wisp for some camps.

Glaive Throwers has received a massive increase in damage. I think the buff is justified considering how bad that a unit they were before the buff, it might turn out to be too much, though – it’s hard to tell. It gives Night Elf a better answer to defending against Huntress push in the mirror matchup and might very well be used aggressively together with Huntresses against Humans to opts for fast expansions. Another bad unit that’s gotten a significant buff is Mountain Giants.  As I think we all can agree that flexibility and variety is healthy for the game, so I’m very pleased to see that Blizzard makes it more alluring to use the now very underused units.

With Druid of the Talon they ended up changing the cost. I think they should’ve changed their build time instead. The problem with them is how insanely quick a Night Elf can replenish its forces against Orc. This allows them to stay in no upkeep for waaay longer than the Orc. Making them more expensive is also a reasonable change, but I don’t think it was the optimal.

Neutral changes

Boots of Speed

  • Now have a stock of 2

Goblin Alchemist

Healing Spray

  • Level 1: Decreased from 40 to 30
  • Level 2: Decreased from 55 to 45
  • Level 3: Decreased from 70 to 60


  • Increased conversion factor from .8 to 1.25

Goblin Tinker

Base Stats

  • Reduced Armor from 4.5 to 3.5

Pocket Factory

  • Pocket Factory now has Heavy Armor instead of Normal

Engineering Upgrade

  • Level 1: Increased spawn interval time for Clockwerk Goblins from 4 to 4.5 seconds
  • Level 2: Increased spawn interval time for Clockwerk Goblins from 3.2 to 3.5 seconds
  • Level 3: Increased spawn interval time for Clockwerk Goblins from 2.56 to 3 seconds

Cluster Rockets

  • Level 3: Increased Damage for Cluster Rockets from 27.5 to 30.5

Naga Sea Witch

Mana Shield

  • Level 1: Increased damage absorbed from 1 to 2
  • Level 2: Increased damage absorbed from 1.5 to 3
  • Level 3: Increased damage absorbed from 2 to 4

Pandaren Brewmaster

Breath of Fire

  • All levels: Increased mana cost from 70 to 75
  • Level 1: Reduced damage over time from 7 to 5, reduced max damage from 520 to 480
  • Level 2: Reduced damage over time from 14 to 10, reduced max damage from 1000 to 720
  • Level 3: Reduced damage over time from 21 to 15, reduced max damage from 1360 to 1080


  • More building area at start locations
  • Swapped creep camps at the expansions - closer expansion is the easier creep camp now
  • Level 8 Wizard no longer agro's on passing units
  • Swapped the Mercenary camp location with the green creep camp - these buildings are now further away from start locations

Map Pool (1v1)

  • (2)TerenasStand_LV
  • (2)Plunderisle_LV
  • (2)SwampedTemple_V2 (comm)
  • (2)NorthernIsles(com)
  • (2)EchoIsle
  • (2)TirisfalGlades_LV
  • (2)Amazonia(comm)
  • (2)LastRefuge-1.3 (comm)
  • (2)ConcealedHill (comm)
  • (4)TwistedMeadows
  • (4)TurtleRock

Download Warcraft 3 PTR

Patch 1.30 will deployed on the Public Test Realm before going live on the servers. You can play test the patch yourself by downloading the PTR right here!



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