|
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 workers of the Human Alliance can be converted into Militia when the need arises. You can transform Peasants individually by
clicking on the Call to Arms icon on each Peasant's command card or convert them en masse by ringing the Call to Arms bell at
your Town Hall. Peasants will then rally to the Town Hall, where they don armor and wield axes to fight invaders. After
a set amount of time, Militia will revert back to Peasants, or you can prematurely end their military tenure at the Town
Hall with the Back to Work bell.
|
|
1 |
1
|
Normal |
Normal |
Normal |
Heavy |
4 (10*) |
12.5 avg (17 avg*) |
|
*(#) = Stats when fully upgraded
|
None |
1.2 |
220 |
Always |
None |
N/A |
Melee |
140 |
|
|
80 |
Average (270) |
N/A |
Town Hall |
None |
1 |
C |
|
|
Militia are created by Peasants arming themselves at their Town Hall, Keep, or Castle. Militia
are on a timer of 45 seconds and will convert back to Peasants when their timer runs out.
You can always convert Peasants to Militia via the Town Hall and convert them back to Peasants
at any time.
Militia can only be created from a player's starting Town Hall, but they can be created from any of
the player's Keeps or Castles. If you want to use Militia to defend an expansion you will have to upgrade it
to Keep.
Militia are used to defend your town when it is under attack. After Militia are done fighting they
should be returned to work.
Some people choose to repair towers rather than using Peasants as Militia but you may find that
using them as Militia is much more effective. Even better, use a mix of Militia and Peasants repairing
towers.
Only the Humans have the ability to convert their workers into an army. This gives
them the ability to have a regular army and make it much larger with Militia creating
a super army. While Militia are
very weak fighters, they can turn an invasion into a slaughter. The enemy thinks they can take your army
but instead the Militia turn the battle into your favor. It's sometimes a difficult decision to use
Militia. You should definitely use Lumber Peasants for Militia but beware of taking Peasants off Gold
to create Militia when you don't have to.
Militia Scout
Players typically scout with their Peasants which have a speed of 190. But instead convert one
to a Militia to scout which has a speed of 270! The Militia can scout several locations and
can take some hits from the Creeps before he converts back to a Peasant again. Although some argue it's
a waste of resources to use a Militia instead of a Footmen.
Militia Creep (submitted by Brain_Dead)
Get a hero (of course) and a few troops with you, whatever they may be. Then,
when you're ready to creep, use Call to Arms and use the Militia to help
you! If you're close enough to the enemy, you can try this on them too! But
beware, you'll need those Militia alive to maintain your economy.
|
Run to the nearest Town Hall to disarm the Militia, converting it into a Peasant.
|
|
Increases the attack damage of Militia, Footmen, Spell Breakers, Dragonhawk Riders, Gryphon Riders, and Knights.
|
100
50
|
Blacksmith |
None |
60 sec. |
|
|
|
Further increases the attack damage of Militia, Footmen, Spell Breakers, Dragonhawk Riders, Gryphon Riders, and Knights.
|
175
175
|
Blacksmith |
Keep |
75 sec. |
|
|
|
|
|
Further increases the attack damage of Militia, Footmen, Spell Breakers, Dragonhawk Riders, Gryphon Riders, and Knights.
|
250
300
|
Blacksmith |
Castle |
90 sec. |
|
|
|
Increases the armor of Militia, Footmen, Spell Breakers, Knights, Siege Engines, and Flying Machines.
|
125
75
|
Blacksmith |
None |
60 sec. |
|
|
|
Further increases the armor of Militia, Footmen, Spell Breakers, Knights, Siege Engines, and Flying Machines.
|
150
175
|
Blacksmith |
Keep |
75 sec. |
|
|
|
|
|
Further increases the armor of Militia, Footmen, Spell Breakers, Knights, Siege Engines, and Flying Machines.
|
175
275
|
Blacksmith |
Castle |
90 sec. |
|
|
|
|
|