What is the best unit composition to beat the cheat Illidan’s forces?
I did fortify all the obelisk with a lot of spirit tower but I feel that every time I try to engage with Illidan’s forces directly, I am the one who suffered the loss despite winning the battle.
Why is Illidan’s revive timer is so inconsistently? Sometimes, I never see his forces for a minute and out of sudden, I found myself engaging with him at least 2 times straight in a short time interval.
Also, what is the best way to deal with Kael’sthas base? If I build too much Destroyer, I can’t beat his Spellbreaker but if I don’t build enough Destroyer, the sorc’s slow and polymorph will rip me
I beat it on Normal by spamming Frost Wyrms/Crypt Fiends and surrounding my captured obelisks with lots of Spirit Towers, and taking the gold mines next to the obelisks.
I split my forces between an offense-focused group led by Arthas and a defense-focused group led by Anub’arak, although I didn’t hesitate to combine the two groups when I needed both in order to take an obelisk or defend a push from Illidan. I didn’t bother trying to destroy Kael or Vashj’s base; their attacks are a nuisance, but not a big enough nuisance to justify the time and forces needed to destroy their bases.
I’m having trouble with this mission on hard too! I haven’t beaten it yet but i’ve made a lot of progress since i’ve started.
Any tips for this mission would be appreciated!
Necro wagon + some spiders. And defend 2 points. If you’re bored with Illidans lakeys. You can fortifie one point with some towers 1-2 wagon 5-6 necros and until they defend, you can destroy the Lakeys bases. Without them its a peace of cake. +1 tipp make 2expos.
He’s talking about hard mode. Normal is a cake walk.
1 Like
There is a cheaty way to do it (I see it as totally legit, but still an exploit lol). You simply encase Illidan with 4 shades and never have to worry about him again. But if you want non-cheesy strategies I don’t know if you can find 1 simple recipe to win this map.
3 Likes
I have heard Illidan’s production rate is faster depending on how many Obelisks you control. Can anyone confirm? I’m not sure xd
i doubt it but you can check in the map editor if you want 
When I had 3/4 Obelisks Illidan became very Tryhard to get one Obelisk back and attacked every Minute. At 2/4 I did not notice any Changes. But Illidan didnt care to defend the last Obelisk and I send all my Units to attack it. I completed the Mission only because I had a lot of towers at my Obelisks.
Edit: I had only Nerubians and Frostwyrms + Many Towers, controlled only the South Obelisk and destroyed the Naga and then the Bloodelves before I got the other Obelisks. But it wasnt easy, use your Shade and always have an eye on the Minimap.
There is no best unit composition. Illidan is programmed to adapt to your build, so if you go mass Frost Wyrms for example, he will go mass Couatls and destroy you.
IMO, the best strategy is to take 2 Obelisks, defends them with like 20-25 Ziggurats EACH, and then quickly snatch the other two. Completely ignore Kael and Vashj’s bases
I don’t think such trigger or variable exists regarding production rate
Higher difficulties increase the speed at which the AI heroes are revived. Also higher difficulties cause the AI to deal increased damage (not have a damage penalty).
At all difficulties the AI cheats and has infinite resources.
You mean surround the hero with two shades? In his base or when he goes outside?
I use 4 shades to surround Illidan after he captured the Obelisk. With this, he can’t “assist” his armies because he was trapped by 4 shades. It made the mission a lot easier since you don’t have to deal with Illidan thru te entire game.
I thought shades have 0 collision? I remember this was a strategy in ROC before but I don’t you can do that anymore…
As for me, I beat the map by ignoring the bases and just rushing the obelisks as fast as possible with Wyrms. Fiends die instantly, no point in building them really.
They still have collision in the campaign since it’s set to use the game’s (RoC or TFT as applicable) first version of balance data, just like many custom (or non-melee) games. This option exists so that maps don’t get changed or broken due to balance changes. Although it doesn’t presserve spell stats, so when a spell gets changed that does apply to everything (unless you set custom data for that spell).