Humans = builds faster, tier 4: 5% on unit trained to duplicate the unit; free of charge Wood Elves = Slightly faster attack, long range. 10% spawn unit has extra range Santas Elves (joke race, 1/5 times the wood elves are picked, this race is used instead. This race has the same exact stats as the wood elves, except they have different names+descritions+color; NOTHING ELSE) Orks = slight speed increase, extra attack (5% to double damage on strike) Skeletons = revives into lesser skeleton when destroyed (10% to not go down into lesser skeleton when killed, but stay same level) Naga = slows enemy movement down (3% paralizing enemy completely for short time) Spiders = poison damage over time (10% lethal poison) Orges = slower speed, less range, much higher attack (5% to do stun) Rogues = cheaper units (5% to gain 1 gold) Blood Elves = attack rejuvenates health (3% to rejuvenate health greatly) Golems = much slower speed+attack, slightly longer range, very heavy attack (5% to stun unit for a long time) Ghouls = +life on hit, small chance to respawn (chance to create new ghoul on kill) High Elves = slower movement, faster attack, longest range (10% on build to have longer range) Murlocs = faster movement+attack and small poison (40% 'phoenix fire' based on range (aka: multiple attacks) Gnoles = very fast movement speed + fast production speed, lower stats (2% to spawn 5 at once) Zombies = slower movement speed, small chance on kill to resurrect enemy (5% to ressurect as strong zombie) Night Elves = better life regen + range (50% for better vision) Forest Trolls = extra movement/attack + small chance to get extra speed (5% to greatly buff attack speed) Ice Trolls = chance to completely freeze enemy for a second (5% to freeze large group of enemies) Demons = damage enemies slowly (1% to summon infernal from sky on death) Spirits = heavy chance to miss attack completely; very low life (5% chance to become invisible on attack; after 5 attacks the invisible is removed) NOTE: custom value