Isengard in general is slow but strong, and can stand up to blows that their evil allies often can’t. Like the other Evil Factions, they have few heroes, but when utilized effectively they are a defining force in Isengard’s success. This faction has a solid choice of siege units, including siege ladders and powerful mines. Isengard is a bit limited when it comes to cavalry, but their Warg Riders are certainly competent.
Wormtounge’s level 1 Venomous Words removes all leadership bonuses from targeted units for 30 seconds. As a bonus, this also includes heroes. Use this just before your army engages the enemy for best effect.
His level 3 Escape cloaks him in invisibility for 30 seconds. This is very useful when your health is low and you are trying to escape from an enemy. Use this after a Backstab to leave the enemy frantically wondering where you went.
Wormtounge’s level 6 Backstab does a significant amount of damage to a single target, and in addition leaves them poisoned for 20 seconds. This is most useful against annoying enemy heroes. Make sure to combine this ability with Escape.
Wormtounge’s level 10 Corrode Allegiance gives you control of a targeted enemy hero for 30 seconds. This is an extremely useful power, and as such should not be wasted. Imagine gaining control of an enemy Gandalf and unleashing Word of Power right in the middle of the enemy base! There are a lot of possibilities when using this power, so make sure to examine each of them and choose the best.
His level 2 Tame the Beast grants control over targeted enemy wargs for 30 seconds. This is obviously only effective when facing Isengard, so this ability’s uses are limited.
His level 4 Blood Hunt gives nearby allied Wargs a Leadership buff and a 50% increase to armor and damage output. Use this right before a cavalry charge for excellent effect.
Sharku’s level 8 Man Eater allows him to eat a targeted infantry unit, restoring his health and granting him a 20 second speed boost. This ability is useful when retreating or when his health is low.
Lurtz’s level 1 Toggle Weapon allows him to switch between use of a powerful bow and a vicious sword. Not much else to say about this, however you should usually try to keep Lurtz at a distance, firing arrows from his bow.
His level 2 Carnage grants him +10% armor and +200% damage. This is extremely effective when faced with upgraded enemy units or heroes when your Cripple ability is still recharging.
Lurtz’s level 4 Cripple is arguably his most useful ability, and pins an enemy hero in place for 30 seconds. They are also moderately damaged. This is extremely useful against an opponent who is skilled with heroes, and can isolate a hero for your archers to pick off with ease from a distance. This can only be used when Lurtz is holding his bow. Also note that this ability does not cripple Eagles or Fellbeasts or other flying units.
His level 5 Leadership grants nearby allied units +50% armor and damage output, and also doubles the experience they gain. This ability is why Lurtz is such an effective army leader. A popular strategy is sending several hordes of arrow-fodder Uruk-Hai soldiers to hold off the enemy, while Lurtz and several buffed Crossbow hordes deal massive amounts of damage from a safe distance.
His level 6 Pillage gives you a small amount of resources for every kill he and his nearby allies make. This is basically the same as Eomer’s Outlaw Leadership. While not especially useful, this ability can make a huge difference when the resources gained from it are saved up. Think of a money jar in the living room, dropping occasionally loose change isn’t going to make much of a difference now, but in the long run it can definitely help.
Saruman’s level 1 Wizard Blast is basically the same as Gandalf’s Wizard Blast, blasting enemy units into the air and doing a moderate amount of damage. Use this against charging enemy cavalry to knock them from their mounts, slowing them down.
Saruman’s level 2 Fireball is another effective power, and can be used from a moderate distance. Use this against clumps of enemy soldiers or archers. This power can also be used to detonate mines, which saves you from having to purchase Berserkers or the Fire Arrows upgrade.
His level 5 Speech Craft gives targeted allies a moderate amount of experience. This ability can be used in almost any situation, and so is very useful.
His level 8 Dominate grants you control over targeted enemy units for a short period of time. This is like Wormtounge’s Corrode Allegiance; only it affects units instead of heroes. Try to use this on upgraded enemy units, or those that will cause the most damage when used against your opponent.
Saruman’s level 10 Thunderbolt delivers a large amount of damage to the targeted enemy unit or structure. While not quite as powerful as Gandalf’s Word of Power, this ability is nevertheless very useful. Try to target a troublesome enemy barracks or a large clump of enemy units.
Uruk Pit – this building trains Uruk-Hai Soldiers, Uruk-Hai Crossbowmen, and Uruk-Hai Pikemen at level 1. It can be upgraded once for a faster build speed and the ability to train the formidable Berserkers. It can also be upgraded once more for an even faster build speed.
Build Order: Furnace, Warg Pit, Furnace, Warg Riders, Furnace, Warg Riders, Warg Riders, etc.
Build Order: Furnace, Uruk Pit, Furnace, Uruk-Hai Soldiers, Uruk-Hai Crossbowmen/Uruk-Hai Pikemen, Furnace, etc.
Build Order: Furnace, Siege Works, Furnace, Battering Ram, Uruk Pit, Furnace, etc.
But that does not mean that I walked alone. ~ Brandon Sanderson