Warcraft III: Reforged Patch Notes - Version 1.32.9

Warcraft III: Reforged Patch Notes
Version 1.32.9 – October 21, 2020

After extensive testing and careful observation of multiple tournaments, we’re happy to release this Version 1.32.9 Balance Update. This Balance Update focuses on changes to improve the Human vs. Undead and Orc vs. Night Elf matchups, with some quality of life changes and some long outstanding community requests.

Thank you very much to you, the community. You were instrumental in guiding these changes. The feedback we received through posts, videos, and tournaments were greatly appreciated.

We’d also like to thank Back2Warcaft, Dreamhack, ESL, WCG, WGL, and all of the community contributors who produced amazing games and content during these times. Your feedback was invaluable.


  • Castle research gold cost reduced from 360 to 320.
    • Developers’ notes: The goal here is to increase the incentive of Human to go to Castle, as well as promote some one-base options.
  • Peasants HP increased from 220 to 230.
    • Developers’ notes: Increasing their health slightly should help players manage the early game harassment.
  • Mountain King damage reduced from 60/115/160 to 60/110/150.
  • Rifleman attack delay reduced from 1.4 to 1.35.
    • Developers’ notes: With the additional changes to Human, we felt that this previous change needed to be reverted.
  • Spell Breaker armor reduced from 3 to 2.
    • Developers’ notes: The goal here is to try to get away from mass Spell breakers in Human Mirror.
  • Sorceress slow movement speed reduced from 60% to 55%.
    • Developers’ notes: A slight movement speed reduction to Slow. This is to improve the Orc vs. Human matchup and to slightly improve the Human vs. Night Elf match up to compensate for the lack of dispel.
  • Siege Engine Tank experience bounty increased from 60 to 85.
    • Developers’ notes: Recent changes to Undead repair rate could potentially increase the viability of Siege Engines, so we are increasing the experience bounty, which we feel is too low.


  • Great Hall supply granted increased from 10 to 11.
    • Developers’ notes: This should help provide an early scouting option in the Orc vs. Night Elf matchup.
  • Blademaster Mirror Image mana cost decreased from 100 to 80.
    • Developers’ notes: We are starting to see emerging gameplay from Orc players using Mirror Image with Lighting Shield which is super exciting, entertaining, and fits their faction theme. However, we noticed the main deterrent of this strategy is Mirror Image’s high mana cost. In addition to the wisp detonate change, we believe this should further promote the use of this skill.
  • Tauren Chieftain War Stomp stun duration against heroes reduced from 2/3/4 to 2/2.5/3 seconds, and Shockwave mana cost reduced from 100 to 90.
    • Developers’ notes: War Stomp is an extremely powerful skill that performs quite well against enemy forces, however its “hero stunlock potential” needs to be reined in slightly, while reducing Shockwave’s mana cost to 90 could make it a viable alternative.


  • Spirit Tower / Nerubian Tower repair rate increased from 35 to 45.
    • Developers’ notes: The repair rate measures how long it takes for a building to be repaired, so the higher the number is, the longer it takes. Recent changes have allowed Undead to expand more easily, so we feel that the repair rate of their towers should be brought in line with the other races. 45 is 5 less than an Orc burrow, and taking in consideration that there will usually only be a maximum of 5 acolytes repairing it, we feel this makes the most sense.
  • Death Knight Unholy Aura movement speed changed from 10/20/30 to 10/17.5/25.
    • Developers’ notes: We have noticed that once the Death Knight reaches Unholy Aura level 2, they are able to take fights they wouldn’t normally be able to due to their increase mobility and kiting potential.
  • Crypt Lord Level 2 and Level 3 Carrion Beetles:
  • Hit points increased from 275/410 to 300/440.
  • Movement speed reduced from 290 to 280 (all levels).
  • Burrow ability requires the Burrow upgrade.
  • Carrion Beetle Level 2 Collision Size increased from 16 to 32.
    • Developers’ notes: We like seeing more Crypt Lord usage. However, there were a few issues to address. The high mobility and free burrow were the main factors driving an undesirable experience when fighting against Carrion Beetles. We decided to decrease their mobility and gate their burrow ability by an upgrade, but we are also compensating the Carrion Beetles health, so that the Crypt Lord will still be a viable pick.
  • Destroyer cast point time decreased from 0.83 to 0.66.
    • Developers’ notes: This change is to improve the usability of the Destroyer when casting Devour Magic.
  • Gargoyle now has a new toggle ability “Prioritize” which will allow the Gargoyle to prioritize flying units over ground units.
    • Developers’ notes: This was requested by the community to improve the useability of this unit. When the ability is turned on, the Gargoyle will prioritize air units over ground units, but will still attack ground units if the player force attacks them.
  • Necromancer Unholy Frenzy HP drain reduced from 3 to 2HP/s.
    • Developers’ notes: A minor change to try and promote Undead’s usage of support casters.
  • Rod of Necromancy cooldown increased from 22 seconds to 26 seconds.
    • Developers’ notes: This is a targeted change to help Human deal against skeleton harass early game. With the increased cooldown, Rod of Necromancy gives the Human player a little bit more time to react and breathe before the next set of skeletons. This will also have a small effect on a few solo creeping routes as a Death Knight, but we find that acceptable.

Night Elf

  • Wisp Mana drained on detonate reduced from 50 to 40.
    • Developers’ notes: Detonate has become too powerful, especially against Orc, due to their lack of mana regeneration options for their casters.
  • Archer HP Reduced from 260 to 255.
    • Developers’ notes: This is a slight calibration on a previous change to archers, since they are a little too durable, especially when considering the Elune’s Grace passive ability.
  • Druid of the Claw (Bear Form) base damage increased from 24 to 25.
    • Developers’ notes: Night Elf has recently been heavily reliant on tier 1 units, so we are hoping the Wisp Detonate change, along with slightly buffing the damage of Druid of the Claw (Bear Form) could promote more strategic variety.
  • Chimaera Friendly Fire removed.
    • Developers’ notes: Between the Frost Wyrm, Gryphon Rider, and the Chimaera, only the Chimaera does friendly fire. We feel this was a frustrating component of the unit.


  • Pitlord Level 1 Rain of fire range reduced from 800 to 700
    • Developers’ notes: This change is specifically targeting the Undead Pitlord push against Human.


  • Helm of Valor, Medallion of Courage, and Hood of Cunning stat increase changed from +4 to +5 for each stat provide.
    • Developers’ notes: These items were underpowered compared to the other items available in the same tier.
  • Claws of Attack +6 replaced with Claws of Attack +5.
    • Developers’ notes: We are reducing the attack number because at +6, the power swing for range heroes specifically in the early game was too great.
  • Tome of Retraining cost reduced from 300 to 200.
    • Developers’ notes: Highly requested by the community. We are hoping to encourage some new builds and potentially create more ability variety throughout the different phases of the game.
  • Wand of the Wind charges reduced from 3 to 2.
    • Developers’ notes: At 3 charges, Wand of the Wind provided too much crowd control for a single Hero.

Bug Fixes


  • Added a glow effect to Engineer Gazlowe’s cigar in Reforged mode.
  • Filled in missing textures on the Pile of Junk doodad in Reforged mode.
  • Fixed an ordering issue with the Polar Furbolg Ursa Warrior’s armor in Reforged mode so it no longer sinks into his face.
  • Removed team color from the Blue Dragonspawn Warrior’s eyes in Reforged mode.
  • Filled in missing textures on the shoulderpads of the Blue Dragonspawn Warrior in Reforged mode.
  • Corrected animations for the facial hair for the Satyr and Lord Garithos during their talking animations in Reforged mode.
  • Adjusted the colors on mounted and unmounted Thrall so that they match in Reforged mode.
  • Added a glow effect to the eyes for the Faceless One Trickster and Wraith portraits in Reforged mode.
  • Added a glow effect to the eyes of the model and portrait for Salamander Hatchling in Reforged mode.
  • Adjusted facial animations for the Sea Giant in Reforged mode so they better match their vocalizations.
  • Resized footprints for Chicken critter so they better fit the model in Reforged mode.


  • Removed Ring of Protection +2 and added Ring of Protection +3 to the loot table for the Ogre camps on Furbolg Mountain.
  • Adjusted terrain so units can no longer reach unintended places on Concealed Hill.

Custom Games

  • Added tooltips for the Advanced Options in Custom Games.
  • Fixed a bug with custom units in Classic Mode that was causing shadows to not display.


  • Added a tooltip for the Soul Preservation buff used by Mal’Ganis.


  • Fixed an issue with the SetMapMusic function that was preventing playlists from playing music.
  • Fixed an issue with the function for setting player names that was preventing those name changes from applying properly in game.
  • Disabling Use Fixed Random Seed now properly randomizes the seed.

nice one.



3rd comment ten characters log.

1 Like

i love their humor with the footprints updates :smile:


this does actually look pretty solid for me. only the clap nerf of mk might be not enough. but better this than instant over- or undertuning. and the rod of necromany cooldown seems much fairer than increased xp given by skellies to me.

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Finally resized footprints


Good patch! To me, it brings substantial nerf to UD and NE, minor buff to HU and ORC races.

(1) The Burrow upgrade still has no updated description that it is researched not only for Crypt Fiends, but also beetles (see Crypt icon).

(2) Why 26 seconds and not 25 seconds for the rod of necromancy? Even 25 seconds is too much. The whole UD’s early creeping is getting delayed and UD is far slower in creeping than HU and NE.
Why do we introduce a serious nerf that wasn’t on any of the three PTR editions, for which there was no way to get feedback?

(3) I really hoped to see research time for the cannibalise to be reduced from 30 to 20 seconds.


patch is finally out of ptr :o

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Hello Good patch overall i like that small change thats needed.
About the match up human vs undead especialy and against all MU, its really needed to nerf the fast expansion from undead which make this race completly dominate all others because undeads army win overall, the best way to beat undead most of 60% its to get expansion and do not allow to get one themselves but due to the expansion patch its impossible to stop them doing it.

I think the Rod of Necromancy change is too excessive. I think +2 seconds instead of +4 would’ve been fine. 4 seconds is an eternity in this game.

I hope it doesn’t hurt UD bad.

Also I stick by decreasing the aoe of wisp detonate instead of nerfing the mana drain to 40.


yeah i think +4 is big too +2 +3 would be OK


This balance patch is imo a step in the right direction

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lmao still no ranked/profiles. this development team made me fall out of love with blizzard entertainment completely. I could careless if the blizz launcher became The activision launcher. I dont even want to play wc3 in all honesty. Im basically just a scorn ex lover at this point.


4 seconds is too much.
2s or 3s would be fair

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instant impression without thinking about the patch twice:


Also i think the Rod change is genius!


STILL NOTHING for the constant desyncs in custom games. Its literally the BIGGEST issue you have when people can’t even play a game after finishing the download screen.


I don’t really like more and more changes to make expansion play easier to build and defend. Hopefully, this is not a trend that keeps going. Perhaps it’s just me but I think expanding should be a hard thing to do, rather than a standard thing happening every game which is getting more and more common in every matchup.

The only real balance change I feel is needed is mounted king clap aoe reverted to be the same as TC’s stomp like it once was before the buffing of clap. I rather see a clap Aoe range reduction than damage nerf.

Just some suggested blade mirror change images, this would make tanking better and force night elf to make more of a choice of draining mana of casters or choose to dispell mirror images.
Mirror images would be much more interesting if simple images take the same damage as the real blade, but images still are dispellable. Or images only getting damages from aura and item damages.

-Reign of Chaos
-Proper chat channels(This is one of the reasons why wc3 was so god damn unique and good)
just get on it


Why it is imperative to buff human? Really I don’t catch it. You are destroying even more the match up against night elf:

-Nerf for wisps makes harder to deal against knights + inner fire + rifleman than it’s already.

-You reverted to 1.35 rifleman attack so Rifleman push + tower in T2 is again almost impossible to prevent.

-Only 5 damage nerf for clap ? You have to be kidding. Bears will continue dying fast against an OP tanky MK. Why didn’t try with 7 or 8 nerf damage? It’s just 8% down of lvl 2 clap.

-HP nerf for archers ? Nice, now they are more fragile against knights than already, so the hope to beat human in late through archers+MGs combo is destroyed.

-Buff for peasants so HU can expand faster and get more advantage against any race. Cool, now the chance for defeating NE especially in late is extremely high, more than already it is.

And what’s get NE ? You buff +1 damage for bears. That change don’t … absolutely don’t let NE to deal with any of the mentioned problems. Especially against rifleman+tower push which arrives before T3 NE.

Why do not nerf inner fire ? (Ridiculous mana cost and permanent mana regen because of AM aura). Why do not buff wisps HP like peasants so they can not be harrassed by AM with summons ? Why do not nerf knight stats so they are not impossible to kill when get all improvements and even buffed with inner fire?

Seriously I don’t believe any of your words about the careful work by your team. If so, you should note that ultimately Orc vs NE match up has demonstrated to be more balanced than you thought: Moon can’t beat Lyn in the last 5 games, Moon 0-3 Focus in the last big tournament, Lawliet 0-3 against Fly the last game they played, Colorful lost the series against Lyn this week, Foggy loses against ice orc and Hitman, Kiwikaki unbeatable against NE in America, and I can keep going on. You don’t even note: the top 2 NE in the world eliminated against HU in WGL.

Thanks for these unfortunate changes. Now I will have to stop playing til the release of next patch, when you realize the mistakes you are doing (with this rhythm, it should be at half of next year maybe?) Its very frustrating to play a game where you see your opponents are always making the same strategy because you cant stop them due to imbalanced intentional changes. NE vs any race match up is already very hard compared to the past (10 years ago), it does not need more nerfs. And I am 100% sure you will note it soon or late.

pd: did you nerf Pitlord because Happy started to use it to make more pressure in HU exp with rain of fire ? Just because of that? No way.
Rain of fire must be one of the minor skills used in this game already and in the history of wc3.