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.
Footmen are the basic melee units of human players. Generally, a player should train at least 3 or 4 footmen to help out a Paladin, Archmage or Blood Mage in creeping. Mountain Kings can also appreciate the assistance but will generally work better with Riflemen due to their skillset.
They aren't as powerful as Grunts, but make up for it with a cheaper cost. Don't continue to train Footmen when they are facing them or Huntresses, who can easily overwhelm them.
Footmen may learn Defend. This protects them from Riflemen, Archers, Crypt Fiends, Troll Headhunters and creeps that use piercing attacks when it has been researched, who generally kill Footmen with ease if they aren't in defensive stance. Though it doesn't reflect damage inflicted by towers, it allows them to tank them better, although most players are unlikely to play defensively at the start of a match.
Footmen should be replaced with Knights as soon as they are accessible. In team matches most players will generally go for Gryphon and/or Dragonhawk Riders once available.
Spells and abilities[]
Defend[]
Activate to take 65% less damage from Piercing attacks, but have reduced movement speed.
Defend does not reflect attacks to buildings, and its chance of reflection against units is 30%.
Piercing damage reduced by 65%, movement speed reduced to 30%, 30% chance of reflection.
Defend reduces 65% of all piercing damage. Defend only reduces Pierce damage, and thus it won't have any effect against any other style of attack. Shields can be raised and lowered as desired by the player.
Many players tend to use ranged units early game, which deal piercing damage. Defend can teach them a lesson by allowing a Footman to tank more damage than they normally would.
Never walk around the map with their shields raised, as it'll make them exceptionally slow and sitting ducks for other units. Only use Defend when facing piercing damage and a battle is about to start when the enemy has such damage.
Upgrades[]
Iron Forged Swords
Increases the attack damage of Militia, Footmen, Spell Breakers, Dragonhawk Riders, Gryphon Riders, and Knights.
Research Cost
Researched At
Upgrade Time
Effect
100 50
Blacksmith
60 sec.
Normal attack: 13-15 (14 avg)
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
Effect
175 175
Blacksmith
Keep
75 sec.
Normal attack: 14-17 (15.5 avg)
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
Effect
250 300
Blacksmith
Castle
90 sec.
Normal attack: 15-19 (17 avg)
Iron Plating
Increases the armor of Militia, Footmen, Spell Breakers, Knights, Siege Engines, and Flying Machines.
Research Cost
Researched At
Upgrade Time
Effect
125 75
Blacksmith
60 sec.
Armor: 4
Steel Plating
Further increases the armor of Militia, Footmen, Spell Breakers, Knights, Siege Engines, and Flying Machines.
Research Cost
Researched At
Requirements
Upgrade Time
Effect
150 175
Blacksmith
Keep
75 sec.
Armor: 6
Mithril Plating
Further increases the armor of Militia, Footmen, Spell Breakers, Knights, Siege Engines, and Flying Machines.
Research Cost
Researched At
Requirements
Upgrade Time
Effect
175 275
Blacksmith
Castle
90 sec.
Armor: 8
Backpack
Gives the ability to carry up to two items. Items carried by the unit will be dropped upon death.
Units can not use or gain benefits of items that they carry.
Research Cost
Researched At
Requires
Upgrade Time
50 25
Townhall-type Structure
Player-built Shop
20 sec.
Manual description[]
The vast ranks of the Alliance armies have been replenished since the devastating battles of the Second war. Trained in the arts of swordsmanship, the stoic Footmen of the Alliance serve as Lordaeron's first line of defense. Armed with broadswords and heavy kite shields, footmen are capable of breaking any enemy charge.
World Editor description[]
Versatile foot soldier. Can learn the Defend ability.
Patch 1.17 (2004-09-20): Defend has been reworked. Piercing damage is still reduced by 50%, and there is now an additional 30% chance that a defending Footman will reflect unit attacks back on the source for full damage. Piercing damage building attacks have a 30% chance to do no damage.