Orc has a few problems: No significant magic damage unit, a weakness to casters, bad tech gating of Tauren and a very inflexible and counterable tech build to Tauren. All these problems could be worked out in one swoop if Spirit Walkers had better combat stats to make them an efficient DPS unit. By giving them a significant combat presence, it would give Orcs their magic damage option, while being more resistant to casters (a resistant skin + dispel magic army), allow a smoother transition to Tauren and provide some light anti-air alongside them, and be a less linear heavy melee build thatâs so easily countered.
This wouldnât take much change. Right now Spirit Walkers are just a low tier efficiency in combat stats, with bad damage/armor types. They have 11.14 dps and 500 (620) EHP when upgraded, for 195/35/3. That is 768 EHP x DPS / Food^2. For comparison, fiends have 19.5 dps and 748 EHP for 215/40/3, or 1620 combined. Generally, unarmored and magic damage make for a bad core ranged unit in an army since other ranged have medium armor and piercing damage (75% taken, 150% dealt). So fiends are over 4x as strong in a direct fight.
What walkers could use, is a modest boost to put their combat efficiency on par with other units, while leaving their damage type magic so theyâd still be a niche answer to heavy melee or light while useless against spell immune units. Something that could kill a defend footman or bear, but is no replacement for a headhunter against a dryad or destroyer.
Some modest buffs could be;
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Base attack time from 1.75 to 1.50
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Damage from 19.5 to 21.5 / 24.5 / 27.5 (with upgrades)
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HP from 500/560/620 to 525/600/675
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Attack foreswing from 0.5 to 0.3
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Armor from 0 to 1/2/3
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Build time from 38 to 30
Those changes would put Spirit Walkers more on par with a Spellbreaker as a combat-viable pseudo-caster, raising them in combat from 768 combined value to 1623, a solid unit. For comparison, an acolyte is 926, a rifleman 1707, a gryphon rider 2562, a knight 3139.
If they were really to become a powerful unit, giving them medium armor would make them far stronger than the modest upgrades above, allowing them to be far more resilient to heavy air with magic damage or enemy piercing units. But I think that would be too much