A
National Beaurocracy Agency
Production
"The act of initiation,
kindness if one,
goes a long way." – Dr.Truegains aka Steve
Meat wagons, the siege unit of Undead, and the probably only
siege unit moves at speed 220 relative to others' of: 320, 270 and 350
before movement speed buffs.
Death Knight's speed aura make late game movements across the map very proficient, in addition provides chase and escape power which may be missed, or unoticed, by analysts.
(derivable details from herein: movement, a subtle-er component than damage or hit points apparantly set forth victory determinator functionjuice boxes which at certain situations is)
Naga Sea Witch's forked lightning makes quick takedown of enemy heroes or large expensive units quite well, especially elf's bears which are waited to be staffed back at the last minute, and can rejuvanate heal. The sudden-ness of this spell spells it greater than on theoretical papers ah, yes. Elf players could not pre-staff, leave trigger activation lock-on onto a bear or two, and such, leaving the best way to dodge forked lightning sudden spams is by pre-emptively do, applied onto every each bear on field in battle charge.
Combined with Lich's nova and Death Knight's coil, all of which rather fair long distance spells, the undead army relentlessly proven its worth, and greater strengths than its image on paper.
Destroyers deal decent damage to summoned units, at same time are powerful for the major battles or siege pushes whether at expo or main base which it prepares for.
These mentioned undead army's later game elements each add a lil bit of activeness to the undead, turning the main-role-ness ever so slowly to that side.
Fair range of fiends (550 or sometimes written as 5.5 range) plus the lich and destroyers reduce time needed be wasten to move across the fields, or map. Unlike bears which need to walk to next unit and tend to block each other after certain mass amounts of, these flying and long ranged dps (fairly so, dps) units can grab onto the next one immediately after finishing the previous first.
(equalvalenta to melee units on average at about 17% more damage, with all situations considered, while at some particular scenarios or matchups, likely be a 30%+ greater damage)
At about Tier 3 timing, the Undead army effectively becomes
one of the most deadly army there is. Its abominations tank
significant hit points, especially after 2-3 or more of them,
are very good vs fiends, riflemen, huntresses, head hunters
and also blademaster (enemy heroes) due to from the
normal attack damage. Its thick health is further improved
by death knight's healing coils, making perserving units
all that more possible. While fiends provide general counter
to everything. Its anti-air capability are decent to carry most
scenarios and fights. The upgrade isn't expensive enough
to be unclickable nor out of boundly slow in research timing
from beginning to finish. The abomiminables also serve as
decent meat shields made of rotted and wounded flesh
for the 'fragile' ranged hero of the undead: Lich.
One more thing, Undead army's formation naturally play
out really right. All of its units except ghouls have decent
hit points, making flamestrikes and similar aoe sigifinicantly
less effective for combat (significantly less combat effectiveness).
For those info provided, reasons stated,
the general undead playstyle in solo
battle mode is: an sizable army since early
start to assist creeping, to transition to
late-game full throttle army push. For top
optimization (almost to extremism geeka realm
area, territory, grounds, ventured into), an
expo inded may not be as good as building two
more units, or one more unit and an invuln potion.
Those added dps will scale forth and add that much
difference, shifting the balls to the other side in
exponential avalanchy style.
The enemy likely would have nothing left to fend off
the undead tri hero composition with a few scarely
remaining unit left in combination with a statue.
Vs Orc, hero snipe with coil + nova with battle.net lag is potency. Frost armor do fine vs a pumped blademaster, its low mana and situational worth make an entire army frostable, in defence.
Vs Human, archmage is an walking subway (subway brand) sandwich. Fiends are decent damage outputters. Pandas can takecare of gyrocopters in case, though this be extremism areas of war3.
In vs Undead, can be a boring match, and the gameplay doesn't seem as artistic and reflective of philosophical thought as the game should, a one of its priority and main core or goal.
In vs Elf, playing hide-n-hide-more does the work vs demon hunter. Its mana burn nullifies heroes, and can come burning twice in a single fight. Elves like to expo, and generally doesn't creep as well and fast as undead. The main-role-ness usually sway to undead around the tier2-tier3 transition area, from the elfs, all the way to the final tier fight area (the le decisive battle).

