If only Spellbreakers had a bigger mana pool starting out (or even with upgrades), Control Magic is such a cool ability. Tangent: When I was a kid dreaming up new Warcraft units, I had an idea for a "Draenei Engineer" (a Neutral/mercenary type) which had an ability called "Hijack" which allowed it to control *mechanical* units (Flying Machine, Demolisher, Meat Wagon, etc.) in a manner functionally similar to this ability. Imagine having your newly-purchased Goblin Zeppelin drop all the units riding inside because the enemy suddenly gained control over it...
You could still make that ability, but you'd have to use Charm as the base ability (so it can target non-summons) and change the targets to be mechanical only. It's a cool ability!
To be fair, Doom is usually cast on normal units, not summoned units, to make the spell more worth while. You want to get rid of the enemy's high value unit instead of a low value summon.
1. Just like explained on 0:16 that Summoned units that have 501+ HP cannot be controlled due to mana. Spellbreakers only have 250 Mana and can control summoned units with HP twice of their mana (They can control it if their current HP is 500 or below). 2. Units that are resistant to magic are immune. Critters doesn't count as summoned units and Serpent Wards are uncontrollable. 3. Lvl 6 Units are too powerful to be controlled. 4. Resurrected / Reanimated Units aren't summoned units. 5. Summoned units will have their timer reset if they're controlled by enemy Spellbreakers. 5. Burrow isn't retained unless the Player has a Burrow Upgrade which is available to Undead. 6. Necromancer's Skeletons can be controlled. 7. Control Magic can Dispel summoned units with buffs. Stormbolt buff can avert dispel depends on timing as well as other single target spells. 8. Sentinel Owls cannot be controlled. 9. Nature's Blessing has a bug which the Red ToA gets the upgrade activated when controlling the Treant. (Not sure about this but it tells me the the Red player has Nature's Blessing). 10. Summoned unit Illusions can be controlled, it is possible that Illusions count as summons. 11. Summoned Wolves are bugged which the enemy (Blue) controls the wolves and the FS will summon new wolves without desummoning the controlled wolves. This leads to unlimited summoning when the Red Spellbreakers attempt to control previously summoned wolves.
7. Stormbolt is just an example(?), should apply to any other single-target spell (DeathCoil, Nova, Lightning Strike, etc.) 10. Only summons' mirror images? or does the mirror image itself counts as a summon?
I think the burrow/unburrow not working after control magic is cast is a bug. Also, I know Grubby has mentioned this but the control magic for wards seems inbalanced since the mana cast is so low.
It's kinda funny the Carrion Beetles are use to be permanent, but they have a timer once they have Control Magic and ended up disappeared after the timer is gone.
In my theory, Control Magic basically "deletes" the chosen summon and then creates an almost exact copy of it, hence all status are removed, including Doom (which it isn't supposed to). I'd like to know how does it work with Disease Cloud. Probably the same way as everything else. I also wonder if Scepter of Mastery has the same mechanic behind it, removing (all) buffs and/or debuffs from the specific target.
When he gets control over the summoned ant unit with the upgrade that buffs movement speed of trees and ants, he gets the missing upgrade upgrade for free
@@broyOfThisGym hori shet! This is a very funny bug indeed! Although very very VERY difficult to even come into play. In order to achieve it you must have a dark ranger and charm a wisp with human or a peasant with night elf and then develop a whole human base so you can have Tree of Ages and spellbreaker since spellbreaker itself can't be charmed. No wonder it hasn't been find out :D
@@stanimir5F That or be playing a custom map of some kind where you start with whatever units you need. Your point is certainly true that this bug would be very difficult to replicate in normal play and thus is largely unknown.
If control magic works the same way as mind control in starcraft 1 then if you steal a treant from a night elf who has ultra visions you can steal that tech and also nature blessing. In SC 1 you could steal tech except for armor and dmg, shield upgrades likely works the same in WC 3. You should be able to steal burrows if the undead has it researched.
Лавовый элементаль - если захватить его в момент, когда он делится на 2, то второй тоже будет твоим? Или просто не станет делится - типа, сам сначала набей нужный урон.
3:39 because the stun is applied to the summoned unit at the time of control magic being used in it and at 3:53 control magic is used BEFORE the stun gets applied to the summoned unit.
@@flamerollerx01 Thank's. But first I understod your answer, then I tried to look again and I didn't understand anymore, it was too complicated and I got a mental block so I couldn't understand anymore; strange. I think that demons mentally block the entire of humanity!
I heard a rumor that if Far Seer summons two wolves, and you control one of them with Control Magic. The Far Seer can instantly summon two new wolves (without waiting for cooldown) and has three wolves for his race. Is that true?
I don't think so- if the Far Seer only has one wolf remaining and Feral Spirit was already castable (e.g. thedudeabides cheat), it would just dispel the old one as soon as it was cast.
Про момент с Благословением природы чет не понял. Если пенька с апгрейдом захватить то у тебя он тоже появится? Типа своруется апгрейд? Почему с жуками зарытыми такого нет, хм?🤨