StarCraft Guide

How To Play Footmen Frenzy On StarCraft Remastered

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StarCraft Guide

Introduction

(This guide is based on version Footmen Frenzy V 1.57bENG.scx)
(Link to map file: https://www.gamemaps.com/details/19430)

Footmen Frenzy is a hero and mass attack game, which combines the role playing experience in games such as League of Legends or DOTA 2 with mass attack genre of Evolves or Zergling Blood maps. In other words, in Footmen Frenzy, you control one hero fighter and many underlings, and they fight to gain experience and money.

Each hero begins with level 0, and it can level up to 100. At level 0, the hero has 1 basic skill (or spell), which can be activated by building Battlecruiser (B) at Starport at 9 oclock (left side of map). It learns new skills every 5 levels - Dropship (D) at level 5; Wraith (W) at level 10; Valkyrie (Y) at level 15; and Science Vessel (V) at level 20.

Hero spells are explained at the mission objective in the game menu, once you pick the hero in the beginning of the game.

There are total of 15 heroes with different, unique traits and abilities.

Hero levels up by fighting in person and using spells. It gets more gas (mana) at the center of the map, where the mana fountain is. Hero upgrades its attack by using 1000 mineral at the upgrade building at 9 oclock (left side of map). Hero gains more hit points (HP) per additional hero levels when it goes to heal at base temple and waits 20 seconds for full heal according to hero level.

Hero can also use "coins," which are separate from minerals and gas, to purchase items at shop and evolve underlings called footmen at the corner of one's base. 5 enemy footmen kills equal 1 coin; 1 enemy hero kill equals 7 coins. For example, footmen evolve costs 25 coins, and there are 6 footmen evolves possible in the game, allowing you to have up to level 10 Bomber Squadrons (Infested Terrans).

The Objective of the game to win is to destroy all enemy Base Temples (Protoss Temple). Destroying an enemy temple rewards a player 10 coins.

Shop

Shop is accessed at middle left and middle right, where the portals are located. Hero is teleported to the shop, which is located at 6 oclock (bottom part of map).

The 1st item is Hero Passive Invincibility, which can be bought up to 4 times. Each time the item is bought, the hero gets brief instances of invincibility at higher frequency. In other words, hero becomes invincible periodically, and it cannot be attacked.

The 2nd item is Hero Passive Attack, which can be bought up to 9 times. Each time the item is bouhgt, the hero gets brief instances of attack by Scout(s), each dealing 100 damage.

The 3rd item is Additional Footmen, which has a cool down time and cannot be spammed repeatedly. Additional Footmen gives the player 10 extra footmen (as long as the number of footmen is below 90.

The 4th item is Global Turret Strike, which gives every missile turret spread out about the map under your control and starts to attack everything in the map.

The 5th item is Heal Footmen, which repeatedly restores all footmen HP to 100%.

The 6th item is Hero Level Up, which gives the hero 1 additional hero level upgrade.

The 7th item is Recover Base Temple HP, which restores the HP of the base temple to 100%.

The 8th item is Teleport Home, which is activated when the dark templar adjacent to shop is moved to the beacon next to the Teleport Home. It allows the hero to teleport to the base temple immediately. It can only be used in battlefield, but it cannot be used while the hero is in shop.

The 9th item is Mana Potion, which gives the hero extra gas. It is activated when the dark templar adjacent to shop is moved to the beacon next to Mana Potion.

The 10th item is Health Potion, which restores the hero's HP to maximum per hero level. It is activated when the dark templar adjacent to shop is moved to the beacon next to Health Potion.

Footmen Evolve

For 25 coins, it's possible to evolve footmen to a stronger unit, and this can be done up to 9 times to level 10. The Footmen Evolve beacon is located at corner of each base.

1st Footmen Level: Footmen (Zealot)
2nd Footmen Level: Amazon (Infested Kerrigan)
3rd Footmen Level: Cavalier (Ultralisk)
4th Footmen Level:  Knight (Archon)
5th Footmen Level: Archer Lancer (Hydralisk)
6th Footmen Level: (Sarah Kerrigan)
7th Footmen Level: Slinger (Marine)
8th Footmen Level: Samurai (Broodling)
9th Footmen Level: Snipers (Ghost)
10th Footmen Level: Bomber Squadron (Infested Terrans)

Masser

To control the footmen conveniently without selecting them individually or as groups, you can use the zergling at  9 o clock (left side of map) as masser. Move the zergling to a beacon to send your footmen to that direction or location.

Heroes

Scouring Basher (Zergling) - HP: 2/10, Base Attack Power: 2/5, Spell Attack Power: 5/5, Movement Speed: 10/10

B (100 mana): Zerglings and Defilers appear and entangle the enemy, while dealing a lot of damage to anything that is entangled or stationary.
D  (200 mana): Scout spawns every second and adds to the overall damage of the attack. The more the hero moves, the more scouts spawn (move 4~5 seconds for the most effective use of this spell).
W (400 mana): Civilian wall appears behind the hero, which it can use to encircle and trap enemy heroes or create a blockade on a base.
Y (800 mana): Lurker misisle attack is activated when the hero moves to one of 8 directions (North, South, East, West, NE, NW, SE, SW).
V (1600 mana): The spell sets nearby enemy footmen HP to 5% right away and sets nearby enemy hero HP to 10~25% after 7 seconds of pursuit by the hero.

Scouring Basher is a fast and versatile hero that is both effective in clearing enemy footmen and assassinating enemy heroes. Out of 5 spells that it has, 4 of them are essentially attack spells, between which the hero can alternate to put immense pressure on the enemy heroes and footmen.

Phalanx Captain (Marine) - HP: 1/10 (in practice, 2/10 due to B spell that heals hero), Base Attack Power: 3/5, Spell Attack Power: 3/5, Movement Speed: 8/10

B  (100 mana): Battlecruiser appears on and off on top of the hero to attack nearby enemy, while medics spawn to heal the hero and nearby footmen.
D (200 mana): A shuttle containing additional footmen spawn on top of the hero. Unload dragoon to spawn 4 additional footmen.
W (400 mana): A carrier appears and causes all footmen and hero to move towards it. Firebats spawn on and off to attack nearby enemy units. Move the carrier towards the enemy formation to cause damage.
Y (800 mana): A carrier and kakaru birds appear, and the birds scatter about, while the carrier attracts them. In time, the kakarus turn into archons, and more archons spawn where the carrier concentrates the kakarus in higher density.
V (1600 mana): Kakarus spawn and whenever it makes contact with the hero, the hero becomes invincible for longer. This spell lasts longer when it is used with Y spell, which gives more kakarus.

Phalanx Captain is a fast hero that can overwhelm the enemy as long as it has higher hero level (which translates to higher attack power) and more footmen than the enemy. The W spell is a really powerful spell that can clear away enemy footmen in an instance, but it requires the hero (and the player) to command a sizable group of footmen. The D spell helps with that by giving 4 additional footmen per D (Dropship), which can be spammed up to 4~5 times. In the later part of the game, when the footmen can overwhelm a single hero, the D spell makes the Phalanx Captain especially advantageous over other heroes (and players).

Goblin Tinker (Goliath) - HP: 3/10, Base Attack Power: 3/5, Spell Attack Power: 3/5 Movement Speed: 5/10

B (100 mana): Reaver attack, can be spammed at same time
D (200 mana): Teleport hero to safety for 6~10 seconds
W (400 mana): Siege tank tower; unsiege to make siege tank disappear
Y (800 mana): Zergling that lays mine and steals gas whenever the interceptor makes contact with an enemy footmen and whenever the interceptor makes contact with an enemy hero
V (1600 mana): SCV that heals quickly; hero can summon up to 3 SCVs

Goblin Tinker is a tower builder that can turtle into an advantageous position with help of footmen and the siege tank towers (W spell). Its base attack is high, and the B spell (reaver attack) is effective in clearing enemy footmen.

Arachnoid (Dragoon) - HP: 5/10, Base Attack Power: 2/5, Spell Attack Power: 4/5 Movement Speed: 6/10

B (100 mana): Summon a probe, which can build photon cannons and Nexus, Gateway, and Cybernetics Core used with D (Dropship) spell.
D (200 mana): A line of siege tanks in siege mode appear between the hero and Nexus, Gateway, or Cybernetics Core and bombard the enemy.
W (400 mana): Scout attack; spammable, grows stronger with each repeat
Y (800 mana): This is a long-range missile spell. The hero must be right next to Nexus, Gateway, or Cybernetics Core before this spell can be activated. 4 Wraiths explode repeatedly in 4 spots, representing 4 different directions to which the spell's missile can be launched. The missile has AI function allowing it to track enemy heroes and footmen.
V (1600 mana): A devourer spawns on top of the hero, while the hero is immobiliized. The devourer can move and leaves behind a trail of invisible force that pushes the enemy units towards the hero.

Arachnoid is a tower builder that can build photon cannons and missile bases (Nexus, Gateway, or Cybernetics Core). It has many tricks up its sleeves to keep up its lead in the number of enemy footmen kills. The Arachnoid may not be best at killing enemy heroes, but, by keeping superior number of footmen and photon cannons, as well as its advanced missile arsenal, the Arachnoid can put immense pressure on enemy heroes.

Undead Swamplord (Hydralisk) - HP: 1/10, Base Attack Power: 2/5, Spell Attack Power: 4/5 Movement Speed: 7/10

B (100 mana): Drone(s) appear next to the hero, and they can be used to build Sunken Colonies and Hatcheries. Hatcheries activate nearby missile turrets. Hatcheries can be evolved into Lairs with more HP.
D (200 mana): Heals Sunken Colonies 3-5 times
W (400 mana): Queen spawns next to hero. You may Ensnare enemy units which slow them down.
Y (800 mana): Ghost summons spawn next to hero. They are stronger than Lv 5 Archers.
V (1600 mana): Lurker attack, 4~5 times.

Undead Swamplord is a tower builder than can build sunkens and hatcheries. It is one of the quickest units in the game and can run away from or strike at an enemy in an instance. Once Undead Swamplord begins to have a lead in hero levels, nothing can stop it because the Y and V spell are so powerful, and the Sunken colonies of B spell gets higher HP at higher levels. Hatcheries which activate missile turrets can be evolved into Lairs with nearly 10 times more HP.

Paladin of Light (Zealot) - HP: 6/10 (in practice, 7/10 due to D spell which shields hero), Base Attack Power: 3/5, Spell Attack Power: 3/5 Movement Speed: 8/10

B (100 mana): The hero summons an invincible archon that absorbs all enemy attack damage. While the archon is being summoned the Paladin of Light cannot move or attack.
D (200 mana): Shield defense is activated on the hero
W (400 mana): Dark Archon is summoned after 5~3 second summoning phase. Dark Archon can maelstrom against biological units, making them unable to move or attack.
Y (800 mana): Blind enemy players whose heroes are nearby the Paladin of Light.
V (1600 mana): Arbiter is summoned after 8 second summoning phase. Arbiter can use stasis field to freeze enemy units, making them unable to move or attack.

The Paladin of Light is one of the most powerful heroes in the game. It's relatively fast, has a beefy HP, modest attack power, the ability to absorb enemy attacks using shield defense (D spell), and the ability to immobilize the enemy using W, Y, and V spells. Especially in the beginning of the game, when the enemy players cannot tell the difference between the Paladin of Light and Lv1 Footmen, the hero can serve as an assassin by merging among your footmen and popping up to slay the enemy hero in the midst of battle.

Private Eye (Ghost) - HP: 4/10, Base Attack Power: 2/5, Spell Attack Power: 5/5 Movement Speed: 3/10

B (100 mana): Defiler appears next to the hero. Cast dark swarm (w) with defiler on an enemy target to spawn dark templars that deal 500~1500 damage, more especially against non-moving targets.
D (200 mana): Defiler appears next to the hero. Cast dark swarm (w) with defiler on a position to teleport the hero to that location. The hero gains temporary invincibility (for 3 seconds)
W (400 mana): Defiler appears next to the hero. Cast dark swarm (w) with defiler on an enemy target to immobilize them.
Y (800 mana): Defiler appears next to the hero. Cast dark swarm (w) with defiler on an enemy hero to curse the enemy hero. The enemy hero will return to its original position and be blown up with mines, be paralyzed for 2 seconds, and be unable to use any spell for 10 seconds.
V (1600 mana): Defiler appears next to the hero. Cast dark swarm (w) with defiler on an enemy target to spawn siege tanks in siege mode that will bombard the enemy.

Private Eye, which has the same spells as Demon Hunter, is the game's most versatile assassin with every gadget available to get the job done. It can stun (W), curse (Y), teleport in front of and behind enemy lines (D), and deal massive amount of damage using B and V spells. It takes tremendous skill to snipe moving enemy heroes using B spell without the assistance of the W spell. Any player playing the Private Eye or Demon Hunter who is good at sniping early game will gain tremendous lead over other players.

Fangrine Pathcutter (Ultralisk) - HP: 5/10 (in practice, 8/10 due to D spell which replaces hero with hallucination), Base Attack Power: 3/5, Spell Attack Power: 4/5 Movement Speed: 9/10

B (100 mana): Tank and goliath attack, alternating.
D (200 mana): Hallucination replaces hero, giving hero health and extra gas at a safe, remote place. Hero levels up as if it were fighting in person. Once the hallucination dies or time runs out, hero returns to the last location of the hallucination.
W (400 mana): Pushes aside nearby enemy footmen to make path for the hero to escape or charge into.
Y (800 mana): Dragoon attack
V (1600 mana): Swallows nearby enemy units into the safe, remote place and attacks them with missile turrets. Hero gains full HP per hero level if all of the enemy units are neutralized and digested. Hero dies if there is at least one survivor, who spawns at the last location of the hero or hallucination. The V spell is compatible with D spell as a combo.

Fangrine Pathcutter is a flawless, perfect, and invincible hero had it not been so big and easy to be trapped by other footmen. It's fast, it's powerful, and it can tank or sustain massive amount of damage while staying alive. Among the melee heroes, it's de facto the most powerful and most versatile - as long as its big body does not get trapped by other smaller footmen in battle.

Cattle Bruiser (Vulture) - HP: 4/10, Base Attack Power: 1/5, Spell Attack Power: 5/5 Movement Speed: 7/10

B (100 mana): Guardian attack keeps appearing on and off on top of the hero.
D (200 mana): Mines are laid around the hero. It is given barely enough time to escape the explosion of the mines, once they implant themselves into the ground.
W (400 mana): Siege tank tower; unsiege to make siege tank disappear
Y (800 mana):  Hero sets up a trap for enemy heroes. Trap takes about 10 seconds to set up, during which the hero is unable to move or attack. Once the trap is set up, any enemy heroes that step on the trap are immobilized.
V (1600 mana): 12 Battlecruisers appear with ability to fire Yamato Cannon, twice, each.

Cattle Bruiser may appear to have very little fire power with modest attack power, but it packs a lot of punch in its skills (or spells). It can clear enemy footmen by laying mines with D skill which has very short cooldown time, it can turtle into an advantageous position by laying siege tank towers with W skill at a faster rate than the Goblin Tinker (Goliath hero), and it can trap and assassinate enemy heroes with the use of Y and V skills.

Mage (High Templar - Tassadar) - HP: 10/10, Base Attack Power: 3/5, Spell Attack Power: 4/5 Movement Speed: 2/10

B (100 mana): Heals all nearby footmen inside a 2 x 2 grid of exploding Overlords to 100% HP.
D (200 mana): Shield defense
W (400 mana): Scout attack; spammable, grows stronger with each repeat
Y (800 mana): Field of blue kakarus (birds) that cancel and negate the area of all spell-based attacks and damages by the enemy.
V (1600 mana): Stun field follows the hero, and the hero's mana is set to 100%, allowing the Mage to use Psionic Storm repeatedly for the duration of the spell.

Mage is one of the slowest heroes in the game, yet it is also one of the most powerful. Mage knows that the best defense is the best offense, and therefore the first two spells are highly defensive in nature. However, the Mage gains an offensive spell at level 10 with the W spell, which is the 2nd or 3rd most powerful attack spell in the game if it is spammed 3~6 times, and is shared only by the Arachnoid (Dragoon hero). It is the only hero with the ability to negate and cancel all enemy attack spells of any kind, including the enemies' Ultimate Y and V spells, for the cost of 800 mana (using Y spell). 

Phantom Joker (Dark Templar) - HP: 1/10, Base Attack Power: 5/5, Spell Attack Power: 3/5 Movement Speed: 3/10

B (100 mana): Turns hero invisible for 4~6 seconds
D (200 mana): Shield defense
W (400 mana): Stun nearby enemy units, make them unable to move
Y (800 mana): Steal nearby footmen, 2~3 at a time, total of 6~9 times.
V (1600 mana): Arbiter attack, compatible with B spell, which turns off shared vision to other enemy players.

Phantom Joker is not a joke. It has the most powerful base attack power of 80 base damage plus 10 damage per upgrade. It can turn invisible and sneak inside enemy formations and assassinate the enemy heroes into oblivion. Not many things in the game can see the Phantom Joker when it is in its invisibility mode. Once it gains a lead, it cannot be stopped by anything. Even if the player controlling Phantom Joker is behind, s/he can turn the table once s/he reaches level 20, when s/he can use both B and V spells at the same time, turning his or her entire army invisible against the enemy in the battlefield.

Demon Hunter (Ghost) - HP: 2/10, Base Attack Power: 2/5, Spell Attack Power: 5/5 Movement Speed: 3/10

B (100 mana): Corsair appears next to the hero. Cast disruption web (d) with corsair on an enemy target to spawn dark templars that deal 500~1500 damage, more especially against non-moving targets.
D (200 mana): Corsair appears next to the hero. Cast disruption web (d) with corsair on a position to teleport the hero to that location. The hero gains temporary invincibility (for 3 seconds)
W (400 mana): Corsair appears next to the hero. Cast disruption web (d) with corsair on an enemy target to immobilize them.
Y (800 mana): Corsair appears next to the hero. Cast disruption web (d) with corsair on an enemy hero to curse the enemy hero. The enemy hero will return to its original position and be blown up with mines, be paralyzed for 2 seconds, and be unable to use any spell for 10 seconds.
V (1600 mana): Corsair appears next to the hero. Cast disruption web (d) with corsair on an enemy target to spawn siege tanks in siege mode that will bombard the enemy.

Demon Hunter has less HP but more range to cast spells than Private Eye. They both have essentially the same spells.

Vulcan Firesmith (Firebat) - HP: 5/10, Base Attack Power: 4/5, Spell Attack Power: 3/5 Movement Speed: 7/10

B (100 mana): Goliath attack
D (200 mana): Attract nearby enemy units toward the hero. Move hero towards 1 of 8 directions to activate the spell. An invisible missile will launch towards that direction in which your hero moved and begin pushing enemy units towards the hero.
W (400 mana): Short-range infested terrans with time limit.
Y (800 mana): Wall of Firebats which deal massive amount of damage
V (1600 mana): Self destruction which takes long time (20 seconds approximately) to activate and unleashes a barrage of Siege Tanks in siege mode. During the activation period, the hero is unable to move or attack.

Vulcan Firesmith is number one slayer of footmen among all the heroes in the game. It essentially makes the enemy footmen up to level 4 irrelevant because of the speed and power with which it can clear away the enemy footmen. It also has powerful spells that can clear moving and stationary targets, including the W, Y, and V spells. Its V spell is perhaps the single most powerful attack spell in the whole game, and it is the only self destruct spell that is available in the game. 

Iron Orcmaster (Siege Tank) - HP: 6/10, Base Attack Power: 4/5, Spell Attack Power: 3/5 Movement Speed: 4/10

B (100 mana): Tank attack
D (200 mana): Science vessel appears and can deal irradiation, defense matrix, and EMP.
W (400 mana): Invincible Battlecruiser summons appear and fight the enemy nearby. The spell is spammable and deals exponentially greater damage the more it is spammed and lasts longer.
Y (800 mana): Tsunami attack of archons that push aside nearby enemy units.
V (1600 mana): SCV that heals quickly.

Iron Orcmaster might seem lame at first glance, but it is very hard to kill, and it is good at fighting. Its ability to hit and run is even greater than the Goblin Tinker's, and its ability to snipe and assassinate big heavy units such as the Heimdallr and Fangrine Pathcutter is just amazing.

Heimdallr (Reaver) - HP: 8/10, Base Attack Power: 3/5, Spell Attack Power: 4/5 Movement Speed: 1/10 (10/10 when in shuttle)

B (100 mana): Shuttle with time limit helps to move around the hero with speed.
D (200 mana): Shield defense
W (400 mana): Reaver attack x 2
Y (800 mana): Zergling that lays mine and steals gas whenever the interceptor makes contact with an enemy footmen and whenever the interceptor makes contact with an enemy hero
V (1600 mana): Immediate hero invincibility with time limit

Heimdallr seems slow, but it can move around really fast and use reaver drop using the shuttle with the B spell. Because it is slow, it also packs a lot of firepower and hit points. Half the spells are offensive while the other half are defensive, which is a good mix. 

Playing Strategies

Strategy #1: Amass coins for footmen upgrades only (25 coins), without spending any at shop. Achieving a lead of 2~3 footmen levels assures your footmen supremacy in the battlefield. It is a long-term strategy that is recommended for players playing the Phalanx Captain, the Demon Hunter, the Vulcan Firesmith, the Undead swamplord, the Arachnoid, and the Private Eye. 

Strategy #2: Maximize hero level using Hero Level Up at shop (2 coins). Achieving a lead of 5~10 hero levels assures your hero's supremacy in the battlefield. It is a medium-term strategy that is recommended for players playing the Iron Orcmaster, Fangrine Pathcutter, the Vulcan Firesmith, and the Scouring Basher.

Strategy #3: Maximize hero upgrades at shop with Hero Passive Invincibility and Hero Passive Attack ups. This is particularly effective for melee heroes, such as the Paladin of Light, Scouring Basher, Fangrine Pathcutter, Phantom Joker, and Vulcan Firesmith.

Tip #1: Always buy and use healing potions in the beginning of the game, and both healing and mana potions by the end of the game. Avoiding hero death denies the enemy player 4 coins, which is considerable, given that 20 footmen kills = 1 hero kill in terms of coin amount.

Tip #2: Always send your hero to middle for extra gas. Controlling the middle means greater ability to strike the enemy with spells. 

Tip #3: Do not fight a player with considerable lead in terms of hero and footmen levels because you will just feed him more kills, money, and experience. Try to catch up in levels by fighting weaker players than you.

Tip #4: Do not attack an enemy base until you have considerable lead over the enemy, or the base is literally empty and unprotected. Attacking a fully armed base will result in more feeding of the enemy than rewards for yourself.

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