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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


The vast ranks of the Alliance armies have diminished over the years due to the incessant infighting amongst the former Alliance nations. However, many of the strong-hearted citizens of Azeroth have volunteered to defend their lands as Footmen. Though these fierce warriors lack the shining plate mail and specialized training of their noble predecessors, they still fight with bravery and honor on the field of battle.

Level: 2
Cost: 135 2
Unit Type: Normal
Attack Type: Normal
Weapon Type: Normal
Armor Type: Heavy
Armor: 2 (8*)
Ground Attack: 12.5 avg
(17 avg*)

*(#) = Stats when fully upgraded
Air Attack: None
Cooldown: 1.35
Hit Points: 420
Health Regeneration: Always
Mana: None
Mana Regeneration: N/A
Range: Melee
Day Sight: 140
Night Sight: 80
Speed: Average (270)
Build Time: 20
Trained At: Barracks
Requirements: None
Transport Space
Usage:
1
Production Hot Key: F

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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Footmen are useful even later in the game. Tray uses lots of Footmen in the mid game combined with Sorceresses, Priests, and Riflemen.

Defend
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%.
Research Cost Researched At Requirements Upgrade Time
150 100 Barracks None 45 sec.
Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect
Unlimited None None N/A Unit Self Pierce damage reduced by 50%, movement speed reduced 30%, 30% chance of reflection

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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Footmen use Defense against ranged Creeps

Iron Forged Swords
Increases the attack damage of Militia, Footmen, Spell Breakers, Dragonhawk Riders, Gryphon Riders, and Knights.
Research Cost Researched At Requirements Upgrade Time
100 50 Blacksmith None 60 sec.

Steel Forged Swords
Further increases the attack damage of Militia, Footmen, Spell Breakers, Dragonhawk Riders, Gryphon Riders, and Knights.
Research Cost Researched At Requirements Upgrade Time
175 175 Blacksmith Keep 75 sec.

Mithril Forged Swords
Further increases the attack damage of Militia, Footmen, Spell Breakers, Dragonhawk Riders, Gryphon Riders, and Knights.
Research Cost Researched At Requirements Upgrade Time
250 300 Blacksmith Castle 90 sec.

Iron Plating
Increases the armor of Militia, Footmen, Spell Breakers, Knights, Siege Engines, and Flying Machines.
Research Cost Researched At Requirements Upgrade time
125 75 Blacksmith None 60 sec.

Steel Plating
Further increases the armor of Militia, Footmen, Spell Breakers, Knights, Siege Engines, and Flying Machines.
Research Cost Researched At Requirements Upgrade Time
150 175 Blacksmith Keep 75 sec.

Mithril Plating
Further increases the armor of Militia, Footmen, Spell Breakers, Knights, Siege Engines, and Flying Machines.
Research Cost Researched At Requirements Upgrade Time
175 275 Blacksmith Castle 90 sec.

Militia
Rifleman
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