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For lore, see Militia.
Militia
BTNMilitia
Militia
Race Human
Base unit Peasant
Faction Alliance
Statistics
Hit points 220
Hit point regeneration Always
Hit point regeneration rate 0.25 HP/sec.
Mana N/A
Life span 45 sec. sec.
Unit Type N/A
Unit Classified As Ground
Level 1
Gold 75 Gold
Lumber 0 Lumber
Food 1 Food
Produced at Town Hall (peasants have to touch it)
Requires N/A
Gold Bounty Awarded 20 - 30 BTNPillage
Transport slots 1
Attacking priority 1
Sleeps False
Hotkey N/A
Combat
Weapon(s) Axe
Normal attack 12.5 avg (17 avg*)
Can attack Ground, Structure, Debris, Item, Ward
Range 90
Attack type Normal
Cooldown 1.20 sec. sec.
Armor Type Flesh
Defense Type Heavy (Large)
Armor 4 (10*)
Day Sight 1400
Night Sight 800
Movement Speed Average (270)
Sound
Sound Set Peasant

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. 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 Miltia 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 Miltia 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.

Spells and Abilities

Back to work

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

Upgrades

BTNSteelMelee
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 WC3gold 50 WC3lumber Blacksmith None 60 sec.
BTNThoriumMelee
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 WC3gold 175 WC3lumber Blacksmith Keep 75 sec.
BTNArcaniteMelee
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 WC3gold 300 WC3lumber Blacksmith Castle 90 sec.
BTNHumanArmorUpOne
Iron Plating
Increases the armor of Militia, Footmen, Spell Breakers, Knights, Siege Engines, and Flying Machines.
Research Cost Researched At Requirements Upgrade Time
125 WC3gold 75 WC3lumber Blacksmith None 60 sec.
BTNHumanArmorUpTwo
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 WC3gold 175 WC3lumber Blacksmith Keep 75 sec.
BTNHumanArmorUpThree
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 WC3gold 275 WC3lumber Blacksmith Castle 90 sec.

External links


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