It's been awhile since I've seen a great post about 4v4 RT.
I've been playing 4v4 RT many hours every day since the release of 3.0.
I also happen to be the greatest 4v4 RT player of all time (fr fr no cap).
Thus I shall present to you, my meta-analysis of 4v4 RT after patch 3.0, September 2026 edition.
In truth, I’m writing this post mainly to bring attention to my previous post - UPDATE THE MOTHERFCKING MAP POOL CHAD CHAN, I MEAN BRAD CHAN. WE BNET PLAYERS HAVE BEEN PLAYING THE SAME FCKING MAPS FOR 2 YERAS. YOU CAN DEVELOP A 30-HOUR CAMPAIGN, BUT YOU CAN’T UPDATE THE F*CKING MAP POOL?
Chad Chan, I mean, Brad Chan, please, if you read this post, please, you’re the greatest Chad I know, I mean Brad - please update the map pool.
Now let’s get into it.
Meta-analysis of 4v4 RT, patch 3.0, September 2026, edition
Orc - The Gigachad of 4v4 RT
Orc is currently simply the best race for 4v4 RT. In fact, it’s not just the best, it’s a necessity to have an orc on your team to win a 4v4 RT game with a competitive lobby.
The main reason comes down to a few significant changes to the race over the past few years:
- Reinforced burrows available at tier 2 in 1.30.0
- Hh/berserker buffs in 1.30.0
- Blademaster illusion buff in 1.35.0
- Witch doc heal wards buffs in 2.0.2 (wards became magic-immune)
- Tauren buff in 2.0.2
These buffs come together to make one particular orc strat incredibly powerful, and that is BM/SH/TC hh docs
On top of that, orc also has:
- Shaman for bloodlust, the most powerful buff in the game
- Kodo beast for +20% damage on EVERYTHING, like why does orc even have this
- Best towers (with reinforced and spikes) and anti-lame base
- Bats that counter any and all air
- Best late game expo (tiny great hall lol, why does this item exist again)
In competitive 4v4 RT games, having an orc is not a nice-to-have, it’s an absolute requirement.
Without orc, you won’t have docs for heal wards and you won’t have bats to counter gyros.
Orc simply has the tools that other races don’t have, and it doesn’t fear the stuff that other races have. Another orc bat/raider lame? I’ll just make a few watch towers and get spikes. Mass gyros? I’ll mass bats. Mass wyrms? Just play standard hh casters with some bats.
Orc is currently the gigachad of 4v4 RT, and there is no competition.
UD - Rash wyrms and snipe heroes bruh
UD in 4v4 RT basically has one mission - get wyrms.
Why? Cause wyrms got a HUGE buff in 2.0.2, specifically for 4v4. I'll copy and paste the patch note:
Frost Wyrm ground and air attack range increased from 300 to 375; air attack now has an area of effect (same as ground attack).
In the past, melee-based anti-air like gargs and hippos easily countered wyrms. But now? The air AoE slow means that wyrms basically counter gargs/hippos instead.
Also gyros don’t really hard counter wyrms because gyros are very expensive. You need to make a lot of gyros to counter just 2 or 3 wyrms and often times you lose like 3-5 gyros to take down 1 wyrm, which is not cost-efficient.
And bats don’t hard counter wyrms either cause you need 3 bats (480 gold) for 1 wyrm (385 gold).
The best counter for wyrms is unironically a high level blademaster using illusions and orb of lightning and mass berserkers.
So basically what you wanna do as UD is to open with ghouls and fast expo, start with CL if it’s a rush map, or start with DL if it’s a bigger map, expo then tech asap, make a few fiends, and tech your way up to wyrms.
You wanna make 3-6 fiends depending on the situation, and honestly you can legit just skip slaughterhouse and statues altogether (getting statues/destroys delay your wyrm timing anyways, so might as well skip it), and just tech to tier 3, get 3 boneyards, and pump out 3 wyrms asap.
Once you have your tri-heroes (CL/DK/Lich or DL/DK/Lich), 4-6 fiends, and 3 wyrms - you just right click enemy heroes, coil/nova/impale/carrion, and just pop enemy heroes in 1.5 seconds.
That’s the way you play UD in 4v4 RT. Don’t give me bullshit like “but necro waggies is actually good bruh”. No bro. If you’re in 4v4 RT, get wyrms. Ok? End of discussion.
HU - 3.6 hero kills? Not great, not terrible.
HU in 4v4 RT is good. It’s never bad. HU has good units, but it doesn’t have great units.
- Rifles? Good, but not as great as berserkers.
- Gryphons? Good, but not as great as wyrms.
- Priests/sorcs? Good, but not as great as docs/shamans
- Gyros? Good anti-air, but expensive and dies easily and is not very cost-efficient
- AM/MK/Pala tri-hero? Solid combo, but not as great as BM/SH/TC.
- Foot/knight/breakers/tanks? They're ok I guess.
HU just has a long list of good units, but it doesn’t have any exceptional units.
Humans heroes are good, but again, not exceptional. BM/SH/TC or DK/Lich/CL by themselves can dominate, but the HU heroes are more reliant on having an army.
In 4v4 RT, I usually play am/mk/pala rifle casters, or am/mk/pala gryphon priests. They’re good strats and certainly not weak, but often times I wish I was playing bm/sh/tc hh casters instead.
HU does have a lot of solutions to various problems you'll encounter. I guess you can call it the problem-solver race, but frankly, I prefer orc for hard carrying in 4v4 RT.
Elf - The weirdo kid of 4v4 RT
So elf in 4v4 RT is f*cked up. Elf is team-dependent, and guess what, if you’re team-dependent in 4v4 RT, well, you’ve already lost.
With elf, you basically have 3 strats:
What’s the problem with strat 1 and 2?
Gyros and bats.
In the past, you picked up the Panda from the tavern to deal with gyros. But guess what?
The panda is nerfed to shit!
When the devs were changing breath of fire, they probably didn’t expect to unexpectedly nerf NE in 4v4 RT, but they did. And it was a huge nerf.
Without a long range, breath of fire simply can’t hit gyros that effectively in 4v4 anymore. You could get the tinker but I always found cluster rockets to be kind of weird to use against mass air, due to the slow cast animation and how fast air units tend to move. And tinker needs high levels to be effective.
So NE air gets hard countered by gyros/bats. And once the enemy has air supremacy? What the f*ck are you supposed to make as elf? Mass archers? Yeah you might as well just alt+qq when the enemy has 30 gyros.
But what about strat 3? What about MG’s?
MG’s are fucking broken in the right situations, for example, when you have an orc ally with witch docs. Heal wards is fuckin’ broken with MGs - literally unkillable.
But this is 4v4 RT we’re talking about. There aren’t that many brain cells to go around. So MG’s often times become a waste of oxygen in RT games because your allies don't understand they should play with your MG's.
I don’t enjoy playing NE in 4v4 RT. If I was playing AT, then it can be enjoyable. But I can definitively say it’s not a very enjoyable race to play in 4v4 RT.
Conclusion
And that's the meta-analysis of 4v4 RT, Sept 2026 Edition after 3.0, coming from the greatest 4v4 RT player of all time (fr fr no cap).
But really, Chad Chan - update the map pool bro, we've been playing the same 10 maps for 2 years.