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Overview |
Heroes and Units |
Unit Stats |
Tech-tree |
Arcane Vault |
Building Stats |
Basics |
Advanced |
Combos |
Defeating Humans
Heroes:
Paladin |
Archmage |
Mountain King |
Blood Mage
Units :
Peasant |
Militia |
Footman |
Rifleman |
Knight |
Priest |
Sorceress
Spell Breaker |
Flying Machine |
Mortar Team |
Siege Engine
Gryphon Rider |
Dragonhawk Rider |
Water Elemental |
Phoenix
Unit Index |
Human Index
2 |
135
2
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Normal |
Normal |
Normal |
Heavy |
2 (8*) |
12.5 avg (17 avg*) |
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*(#) = Stats when fully upgraded
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None |
1.35 |
420 |
Always |
None |
N/A |
Melee |
140 |
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80 |
Average (270) |
20 |
Barracks |
None |
1 |
F |
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Footmen are especially useful against ranged units using their Defend ability. Generally Knights will replace
Footmen once they are available but you may still find Footmen are very useful for dealing with lots of ranged attackers.
Footmen can be weak against early units such as Huntresses and Grunts so many Human players deal
with this by building a LOT of Footmen since they are cheap. Some Human players build three Barracks
so that they can create Footmen fast.
Be sure to use Defend whenever possible, especially against Creeps and Towers. Do not use
Defend against Night Elf Huntresses as it has no effect on them. Be sure to turn off Defend when it
is not in use.
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[ Click to Enlarge - 173 KB ]
Footmen are useful even later in the game. Tray uses lots of Footmen in the mid game combined with
Sorceresses, Priests, and Riflemen.
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Activate to take 50% less damage from Piercing attacks, but have 30% reduced movement speed.
Defend does not reflect attacks to buildings, and its chance of reflection against units is 30%.
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150
100
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Barracks |
None |
45 sec. |
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Unlimited |
None |
None |
N/A |
Unit |
Self |
Pierce damage reduced by 50%, movement speed reduced 30%, 30% chance of reflection |
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Defend Information
Defend reduces 50% of all piercing damage. Defend only reduces Pierce damage, not all ranged attacks.
The Footman can stay in defend mode as long as he wants and can cancel back to normal mode at any time.
Defend does not reflect attacks to buildings, and its chance of reflection against units is 30%.
Defend has no effect on Night Elf Huntresses.
Make sure you turn off Defend when you're done. Don't walk around like a newbie in Defend mode as you
move across the map. Instead move in and out of Defend as appropriate to the battle situation.
Use Defend to assault enemy bases with towers! It works against towers and defensive structures like Orc Burrows. Research Defend when you're
facing ranged units or when you might be assaulting a base.
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[ Click to Enlarge - 188 KB ]
Footmen use Defense against ranged Creeps
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Increases the attack damage of Militia, Footmen, Spell Breakers, Dragonhawk Riders, Gryphon Riders, and Knights.
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100
50
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Blacksmith |
None |
60 sec. |
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Further increases the attack damage of Militia, Footmen, Spell Breakers, Dragonhawk Riders, Gryphon Riders, and Knights.
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175
175
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Blacksmith |
Keep |
75 sec. |
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Further increases the attack damage of Militia, Footmen, Spell Breakers, Dragonhawk Riders, Gryphon Riders, and Knights.
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250
300
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Blacksmith |
Castle |
90 sec. |
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Increases the armor of Militia, Footmen, Spell Breakers, Knights, Siege Engines, and Flying Machines.
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125
75
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Blacksmith |
None |
60 sec. |
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Further increases the armor of Militia, Footmen, Spell Breakers, Knights, Siege Engines, and Flying Machines.
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150
175
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Blacksmith |
Keep |
75 sec. |
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Further increases the armor of Militia, Footmen, Spell Breakers, Knights, Siege Engines, and Flying Machines.
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175
275
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Blacksmith |
Castle |
90 sec. |
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