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Last updated for version 0.39

(Actual Penalty: 2/3/4/5)

The Militia is a Minion unit. When it reaches the opponents Champion row, it promotes to the Knight.

While the base cost stays the same for tier 1-4, the penalty scales with upgrades, so militia have a morale penalty on death. Losing a Militia+++ actually costs you 6 morale.

Table of Contents: Quick Stat & Upgrades | Strategy | Upgrades (+/-)

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Quick Stat: Militia Edit

NameRarityClassFactionCost
Tier 1 Tier 2 Tier 3 Tier 4
MilitiaCommonMinionBasic1111

Tier 2: Militia+ Edit

To Upgrade from Militia to Militia+, you need 5 Militia and 25 Dragon Coins.

Changes from Militia: Adds one move only from starting position vertically. 1 additional morale lost on death

Tier 3: Militia++ Edit

To Upgrade from Militia+ to Militia++, you need 5 Militia+ and 100 Dragon Coins.

Changes from Militia+: Adds move only diagonally forward from starting position. Another morale lost on death

Tier 4: Militia+++ Edit

To Upgrade from Militia++ to Militia+++, you need 5 Militia++ and 500 Dragon Coins.

Changes from Militia++: Adds 4 teleport from starting position, located between and next to the move only fields

(Note: This section is added automatically using template. To edit, see example in Bat. +/-)

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Strategy: Militia Edit

Strength: Militia Edit

Low cost. Comparing to the pawn, it has great attack range and mobility for its cost. A good militia structure consists of many units protecting themselves diagonally or vertically and can be used to control vital zones of the board and protect your champions. If overlooked by opponent, militia can promote to Knight if it reaches last row.

Weakness: Militia Edit

Low mobility since the non-upgraded militia moves only one adjacent square forward or diagonally. Morale penalty on death (not a problem if you go for an early power play). It requires many preparatory moves to promote to Knight. While it is not a bad unit, its usefulness on late game is reduced. Militia is also unable to retreat, which may be a problem.

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