Footmen Frenzy Compendium
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Here is a chart of every hero's statistics when they are Level 1 and how many attribute points they gain per level. To calculate how much health a hero gains each level, multiply the Str/Lvl value by 25. For example, a Paladin gains 67.5 hit points every time he goes up a level. To calculate mana, multiply the Int/Lvl value by 15.

Heroes also gain one point of attack damage for each point gained in their primary attribute.

Hero Primary Strength Agility Intelligence   Base HP Base Mana   Str/Lvl Agi/Lvl Int/Lvl   Total/Lvl   Base Bounty
Human

Paladin

STR

22

13

17

 

650

255

 

2.7

1.5

1.8

 

6

 

250

Archmage

INT

14

17

19

 

450

285

 

1.8

1

3.2

 

6

 

250

Mountain King

STR

24

11

15

 

700

225

 

3

1.5

1.5

 

6

 

250

Bloodmage

INT

18

14

19

 

550

285

 

2

1

3

 

6

 

250

Orc

Blademaster

AGI

18

23

16

 

550

240

 

1.8

1.6

2.15

 

5.55

 

250

Far Seer

INT

15

18

19

 

475

285

 

2

1

3

 

6

 

250

Tauren Chieftain

STR

25

10

14

 

725

210

 

3.2

1.5

1.3

 

6

 

250

Shadow Hunter

AGI

15

20

17

 

475

255

 

2

1.5

2.5

 

6

 

250

Undead

Death Knight

STR

23

12

17

 

675

255

 

2.7

1.5

1.8

 

6

 

250

Lich

INT

15

14

20

 

475

300

 

2

1

3

 

6

 

250

Dread Lord

STR

20

16

18

 

600

270

 

2.5

1

2.5

 

6

 

250

Crypt Lord

STR

26

14

14

 

750

210

 

3.2

1.2

1.6

 

6

 

250

Night Elf

Keeper of the Grove

INT

16

15

18

 

500

270

 

1.8

1.5

2.6

 

5.9

 

250

Priestess of the Moon

AGI

18

19

15

 

550

225

 

1.9

1.5

2.6

 

6

 

250

Demon Hunter

AGI

19

21

16

 

575

240

 

2.1

1.5

2.1

 

5.7

 

250

Warden

AGI

18

20

15

 

550

225

 

2.4

1.6

2

 

6

 

250

Neutral

Alchemist

STR

24

9

18

 

700

270

 

3

1

2

 

6

 

250

Naga Sea Witch

INT

15

16

22

 

475

330

 

2

1

3

 

6

 

250

Tinker

INT

19

15

21

 

575

315

 

2

1

3

 

6

 

250

Beastmaster

STR

25

14

15

 

725

225

 

2.9

1.3

1.8

 

6

 

250

Dark Ranger

AGI

18

19

15

 

550

225

 

1.9

1.5

2.6

 

6

 

250

Firelord

AGI

15

20

18

 

475

270

 

1.75

1.5

2.5

 

5.75

 

250

Pandaren Brewmaster

STR

22

14

15

 

650

225

 

3

1.5

1.4

 

5.9

 

250

Pit Lord

STR

24

14

14

 

700

210

 

3.2

1.3

1.5

 

6

 

250

Custom

Avalanche

STR

40

1

1

 

1250

15

 

8

0

1

 

9

 

400

Bill K

STR

22

15

10

 

650

150

 

2.5

2.5

1

 

6

 

500

CattleBruiser

STR

20

15

15

 

600

225

 

2.25

2.5

1

 

5.75

 

250

Death Sheep

INT

1

1

25

 

150

375

 

0

0

4

 

4

 

250

Dino Din

AGI

17

20

17

 

525

255

 

2

2

2

 

6

 

250

Edge

INT

16

18

15

 

500

225

 

1.75

1.75

2.5

 

6

 

250

Falcon

STR

17

20

17

 

525

255

 

2.75

1.5

1.5

 

5.75

 

250

Fox

STR

22

16

16

 

650

240

 

2.75

1.5

1.5

 

5.75

 

250

Halpmeh

INT

14

17

19

 

450

285

 

1.8

1

2.7

 

5.5

 

250

HatoUP

INT

17

20

17

 

525

255

 

1.7

1.75

2.5

 

5.95

 

250

Jaood

AGI

18

22

16

 

550

240

 

2

3.5

1.5

 

7

 

250

Ravage

STR

22

16

16

 

500

330

 

2.5

1.5

1.5

 

5.5

 

250

Assassin

AGI

15

20

17

 

475

355

 

2

1.5

2.5

 

6

 

250

Gamera

STR

25

14

14

 

725

310

 

3

1.5

1.3

 

5.8

 

250

SuperLanBoy

STR

30

16

18

 

850

270

 

2.5

1

2.5

 

6

 

250

Levia

STR

22

14

15

 

650

225

 

3

1.5

1.5

 

6

 

250

Metal.Bark

INT

14

17

19

 

450

285

 

1.8

1

3.2

 

6

 

250


Area of Effect[]

On the individual hero pages, you will see numbers representing the cast ranges and areas of effect for various spells. Sometimes it's difficult to tell how large a range actually is without practice, but here are a few sample measurements to help you judge distance in-game.

250 is roughly the width of the little area at the front of your base that's not grassy. A spell with 250 aoe will be cast in a circle as shown in the picture. An aura with 250 aura will affect all units within the circle (when the hero is in the center of the circle). A spell with 250 range will require the hero to be at the left end of the yellow line when the target is at the right end.

500 is roughly the width of the Hero Tavern area on the map.

750 is roughly how far you can get away from the Archvault before you lose the mana regeneration aura.

1000 almost fills up the entire screen when your interface is zoomed out all the way.

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