Frostivus 2013/Waves

Wave 1: Kobolds, Kobolds Everywhere!
Kobold

Strategy

227 Kobolds will spawn in the following: 24 waves of 8, and 7 waves of 5 at the beginning. Fairly weak, and should be easy to clear away without taking high damage.

Gnoll

Strategy

After 30 seconds has passed since the first Kobolds have spawned, 40 Gnolls will spawn in 8 waves of 5. Weak, but can be a minor threat to melee heroes due to their attack range.

Troll Healer

Strategy

4 Troll Healers will spawn with the last 4 waves of Kobolds, 1 in each wave. Focus on them as Healing Aura heals for a fair amount and also gives bonus armor to the creeps around them.

Wave 2: Left 5 Dead
Zombie

Strategy

120 Zombies will spawn in the following: 6 waves of 6, 9 waves of 8, 4 waves of 3, and 4 waves of 10.

Volatile Zombie

Strategy

9 Volatile Zombies will spawn, with one in each wave. They explode when they die and leave a pool of acid on the ground. Both the explosion and pool of acid deal very high damage, and it is recommended to kill the Volatile Zombies from afar.

Corpse Lord

Strategy

12 Corpse Lords will spawn, with one in each wave. Not threatening on its own, the Corpse Lord will spawn Berserk Zombies, which are very aggressive. Take them down as fast as possible.

Berserk Zombie

Strategy

8 are spawned from the Corpse Lord when it uses Summon Zombies. They will close the distance using Berserk, and can deal a lot of damage if its still in effect. Keep a distance away from them and attack once the Berserk buff runs out.

Wave 3: The Ugly Stick
Ogre Grunt

Strategy

64 Ogre Grunts will spawn in 16 waves of 4.

Ogre Shaman

Strategy

32 Ogre Shamans will spawn in 16 waves of 2. They're less resistant than the Ogre Grunts, but they can buff other units. Focus them first before their buffs can become a threat.

Ogre Commander

Strategy

3 Ogre Commanders will spawn, with one in each wave. Very slow, with a smaller attack range than standard melee units, they're very easy to avoid. Smash deals high damage, but is easily telegraphed due to its cast time.

Wave 4: Smashed to Slithereens
Shadeshore Pouncer

Strategy

120 Shadeshore Pouncers will spawn in 20 waves of 6. They can easily slip through using Pounce, and will probably attack the inner towers and ignore the outer ones.

Slarbasher

Strategy

14 Slarbashers will spawn, with one in each wave. They gain bonus damage when using Sprint, but will not use Bash if there's only one hero around. Don't group up, or the Slarbashers will try to chain-stun you.

Wave 5: They Speak for the Trees
Forest Prophet

Strategy

20 Forest Prophets will spawn, with one in each wave. They can only create one Treant at a time, but very frequently as the spell only has a cooldown of 2 seconds. Multiple Forest Prophets will try to chain-Sprout you, heavily restraining your movement and vision. As ranged heroes, staying close to towers will help you against the vision-blocking effect.

Treant

Strategy

1 Treant is spawned by the Forest Prophets per cast. Although 1 is not much, there are 20 Forest Prophet which summon them frequently, which can overwhelm the players if not taken care of.

Aged Treant

Strategy

5 Aged Treants will spawn, with one in each wave. They are very slow, but deal very high damage. They have relatively low HP compared to Ogre Commanders, but can use Living Armor on other units.

Wave 6: I Lost Count
Broodqueen

Strategy

Only one Broodqueen will spawn in the entire wave. She will lay webs around, and also spawn Eggs. She moves at maximum movement speed, but can use Self Haste to get rid of any slows.

Egg

Strategy

6 Eggs are spawned every time Broodqueen uses Lay Eggs. They are stationary, but have high magic resistance. Broodmotherlings will spawn from them after a period of time.

Broodmotherling

Strategy

Spawned from Eggs, the Broodmotherlings will spawn 2 to 4 Spiderlings every 10 seconds.

Spiderling

Strategy

Spawned from Broodmotherlings, the Spiderlings are quite frail, but can apply a slow when attacking a hero.

Wave 7: Burn Notice
Flame Ancient

Strategy

9 Flame Ancients will spawn, with one in each wave. They are a high threat, the only recommended strategy is to keep clear from the area in front of them.

Shrack

Strategy

18 Shracks will spawn in 9 waves of 2. They can cast Split Earth, which stuns for a high duration, but has a high delay before being cast. The targeted area will turn red once they start casting it. It is recommended to not remain stationary at all time to avoid being hit by Split Earth.

Wave 8: Compound Interest
Crumbling Golem

Strategy

20 Crumbling Golems will spawn in 10 waves of 2. When one dies, it splits into 3 Golem Chunks. While slow, they deal high damage. Focus on one at a time, switching to its splits until they don't split any further.

Golem Chunk

Strategy

3 Golem Chunks will spawn each time a Crumbling Golem is killed. They are faster than Crumbling Golems, and can attack faster as well. They will split into 4 Golem Splinters when killed. Focus on one at a time, and switch to its splits until they are killed.

Golem Splinter

Strategy

4 Golem Splinters will spawn each time a Golem Chunk is killed. Relatively frail compared to the other Golems, they are very fast and have the attack speed to match as well. They will easily catch up to heroes if they haven't bought upgraded boots at that point.

Wave 9: Bear Force One
Large Spirit Bear

Strategy

36 Large Spirit Bears will spawn in the following: 18 waves of 1, and 9 waves of 2. They have no magic resistance at all.

Small Spirit Bear

Strategy

36 Small Spirit Bears will spawn in the following: 10 waves of 3, 8 waves of 2, and 9 waves of 1. They have no magic resistance at all.

Bear Chieftan

Strategy

4 Bear Chieftans will spawn, with one in each wave. They can cast Bloodlust on units. They have high armor, but no magic resistance, making magical damage more efficient.

Enraged Bear

Strategy

2 Enraged Bears will spawn, with one in each wave. They have all of 's spells. The Enraged Bear has less armor and attack damage than the Bear Chieftan, but can reach maximum attack speed and highly increase its damage output using Enrage. It becomes less threatening as its current HP goes down.

Wave 10: Chin' Choppa Chin' Choppa!
Pudge's Offspring

Strategy

2 Pudge's Offspring will spawn at different locations in the entire wave. The towers and altar aren't their primary objective, instead they will try to seek out the heroes. Stuns should be used to interrupt Pudge's Offsprings out of Dismember, or magic immunity onto caught allies to prevent them from taking damage as a full channeling will kill any hero.

Pudge's Offspring has, , and. The latter two have 10 charges.

Wave 11: Danger Zone
Goblin M.Launcher

Strategy

8 Goblin M. Launchers will spawn, with one in each wave. They do minimal damage, but have high movement speed. Instead, they rely on casting Launch Missile to deal damage. These missiles deal very high damage, and can kill weaker heroes if it travels long enough. Missiles have 650 HP, take 100 damage from hero attacks, and 50 from towers. Magic immunity will block the damage and stun.

Disassembler

Strategy

20 Disassemblers will spawn, with one in each waves. They have high HP, and will go straight for the inner towers.

Wave 12: Stay Frosty!
Minor Frost Lich

Strategy

11 Minor Frost Liches will spawn, with one in each waves. They can cast Chain Frost when two heroes are nearby, which deals high damage. It is recommended to split up when it casts that spell.

Snow Satyr

Strategy

127 Snow Satyrs will spawn in the following: 11 waves of 8, and 3 waves of 10. They are of moderate threat, but they spawn along side the Minor Frost Lich and can overwhelm you.

Ice Apparition

Strategy

6 Ice Apparitions will spawn, with one in each wave. They have flying movement, so they can move over terrain. They cast Ice Blast, which creates an ice vortex on the ground at the target location, and will explode when it comes into contact with a unit. Both the Ice Blast, and the ice vortex will slow units down.

Wave 13: Reborn
Phase 1

The will focus on a target, and will occasionally switch. He is fairly slow, but can cast two spells. Wraithfire Blast will deal damage and stun any targets in comes in contact it. It has a cast point of 1.05 seconds, and it should be avoided by stepping out of the way when he raises his arm to cast it. Wraithfire Eruption is a high damage area-of-effect stun with a cast time of 2.5 seconds. The Wraith King will put his sword down and a glowing green ring will appear around him when he starts casting Wraithfire Eruption. Allies should step out of the ring to avoid being hit by the spell.

When the Wraith King is killed, it will trigger Reincarnation.

Phase 2

Along with his previous spells, the also has increased stats and gains the  spell to augment him further. Whenever he summons Empowering Wraiths, they should be focused as their buffs stack and give the Wraith King very high damage and attack speed.

When the Wraith King is killed, it will trigger Reincarnation.

Phase 3

's stats are increased even further, and gains the Healing Ward spell. He will spawn a Wraith Obelisk on the map, which spawns Soul Restorers that restore his health when they reach him.

Empowering Wraith
8 are spawned around the Wraith King when he uses the  spell. They will immediately use, which grant him bonus attack speed, movement speed, and damage. The buff stacks, so the Empowering Wraiths should be killed as soon as possible.

Wraith Obelisk & Soul Restorers
The is spawned by the Wraith King, and will spawn 3  every 6 seconds. They will head for the Wraith King to restore his health. They will die upon using.

Холодрыжество 2013/Волны