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Militia (Warcraft III)

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For lore and background information about this unit, see militia.
Militia

BTNMilitia.png
Militia.gif

BTNMilitia-Reforged.png

Race Human
Base unit Peasant
Faction Human Alliance
Statistics
Hit points 220
Hit point regeneration Always
Hit point regeneration rate 0.25 HP/sec.
Life span 45 sec.
Unit Classified As: Ground
Level 1
Food 1 Food
Produced at Call to Arms
Hotkey C
Collision Size 16
Combat
Weapon(s) Axe
Normal attack: 12.5 (17*) avg
Can attack: Ground, Structure, Debris, Item, Ward
Range 9
Attack type Normal
Cooldown 1.20 sec.
Armor Type Flesh
Defense Type Heavy
Armor 4 (10*)
Day Sight 140
Night Sight 80
Movement Speed Average (270)
Sound
Sound Set Peasant
WC3RoC-logo.png
This article or section contains lore taken from Warcraft III: Reign of Chaos, Warcraft III: The Frozen Throne, the manuals, and/or official bonus maps.

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.

Information

Militia are created by Peasants arming themselves at their Town Hall, Keep, or Castle. For expansion Town Halls, it must be upgraded into a Keep in order to create Militia; only the player's starting Town Hall has the ability to make Militia. 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. Compared to the Peasant, the Militia has a stronger and faster attack, more and stronger armor (Normal to Heavy) and have a base speed of 270, compared to the Peasant who has 190.

Upon expiration of the timer, if the Militia was attacking a unit, then the ensuing Peasant will still keep attacking. If the Militia is sent back to the main building via recall, then they'll return to whatever they were doing before turning into Militia.

Militia are popular among human players for rushing creep camps near the player that they'd normally have trouble with other units at the time, and make perfect meatshields doing so. They're often supported by a few Footmen, though other players may simply bring more Militia than normal to clear the creep camp. If the Militia take heavy damage, recall them back to the Town Hall so they return to work immediately. Note that your resource gains will dip with varying effect for the duration of the Militia depending on how many Peasants were converted.

When under attack, try to avoid using Militia if possible. Defensive towers generally have a better play, and forcing your Peasants to turn into Militia will prompt the enemy to attack again, as they know you don't have an army to defend your base, and you'll be weakened from the lack of resources. Militia also provide more experience compared to Peasants since they've turned into a combat unit.

Spells and abilities

Back to Work

BTNBacktoWork.png
Run to the nearest Town Hall to disarm the Militia, converting it into a Peasant.

Upgrades

BTNSteelMelee.png
Iron Forged Swords
Increases the attack damage of Militia, Footmen, Spell Breakers, Dragonhawk Riders, Gryphon Riders, and Knights.
Research Cost Researched At Upgrade Time
100 Gold 50 Lumber Blacksmith 60 sec.
BTNThoriumMelee.png
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 Gold 175 Lumber Blacksmith Keep 75 sec.
BTNArcaniteMelee.png
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 Gold 300 Lumber Blacksmith Castle 90 sec.
BTNHumanArmorUpOne.png
Iron Plating
Increases the armor of Militia, Footmen, Spell Breakers, Knights, Siege Engines, and Flying Machines.
Research Cost Researched At Upgrade Time
125 Gold 75 Lumber Blacksmith 60 sec.
BTNHumanArmorUpTwo.png
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 Gold 175 Lumber Blacksmith Keep 75 sec.
BTNHumanArmorUpThree.png
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 Gold 275 Lumber Blacksmith Castle 90 sec.


Quotes

Patch changes

Patch 1.15 (05/11/2004)
  • Level decreased to 1 from 2. This causes them to give
less experience when killed (25xp from 40xp).
  • WC3tFT-logo.png Patch 1.13 (2003-12-16):
    • The Frozen Throne
      • Militia can now only be created from a player's starting Town Hall, but they can still be created from any of the player's Keeps or Castles.

External links