Base statistics · Build time: 50s · Range and speed use game units. Mixed battalions are broken down below. Conditional bonuses are not folded into these totals.
OFFENSE
Weapons & attack range
Damage is per hit, before target armor. Different projectile upgrades are shown separately. Attack timing can also depend on animation; these values are not a DPS estimate.
Base equipment
PRIMARY
FiliDaggers · DwarvenFili
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.25Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.585 msShot delay ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.815 msClip ⓘAttacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons.Not specified
Damage type
Damage / hit
Splash radius
Conditions
HERO
200
0
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
AttackRange
25.0
25
MeleeWeapon
Yes
—
DelayBetweenShots
THEODEN_DELAYBETWEENSHOTS
815
FireFX
FX_GondorSwordHit
—
PreAttackDelay
THEODEN_PREATTACKDELAY
585
PreAttackType
PER_SHOT
—
FiringDuration
THEODEN_FIRINGDURATION
815
Source definitiondata/ini/weapon.ini:72864
FiliDaggers
Base equipment
TERTIARY
FiliAxeThrown · DwarvenFili
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.200Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.1,500 msShot delay ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.0 msClip ⓘAttacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons.1
Damage type
Damage / hit
Splash radius
Conditions
HERO
400
15
No upgrade gate specified
HERO
400
0
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
AttackRange
200
200
LeechRangeWeapon
Yes
—
WeaponSpeed
161
161
MinWeaponSpeed
201
201
MaxWeaponSpeed
241
241
FireFX
FX_GimliAxeThrow
—
ScaleWeaponSpeed
Yes
—
HitPercentage
100
100
ScatterRadius
0.0
0
DelayBetweenShots
0
0
AntiAirborneVehicle
Yes
—
AntiAirborneMonster
Yes
—
ClipSize
1
1
ClipReloadTime
45000
45,000
AutoReloadsClip
Yes
—
InstantLoadClipOnActivate
Yes
—
PreAttackDelay
1500
1,500
PreAttackType
PER_SHOT
—
FiringDuration
1600
1,600
Source definitiondata/ini/weapon.ini:72883
FiliAxeThrown
weaponset toggle 1
SECONDARY
FiliDaggers · DwarvenFili
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.25Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.585 msShot delay ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.815 msClip ⓘAttacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons.Not specified
Damage type
Damage / hit
Splash radius
Conditions
HERO
200
0
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
AttackRange
25.0
25
MeleeWeapon
Yes
—
DelayBetweenShots
THEODEN_DELAYBETWEENSHOTS
815
FireFX
FX_GondorSwordHit
—
PreAttackDelay
THEODEN_PREATTACKDELAY
585
PreAttackType
PER_SHOT
—
FiringDuration
THEODEN_FIRINGDURATION
815
Source definitiondata/ini/weapon.ini:72864
FiliDaggers
weaponset toggle 1
TERTIARY
FiliAxeThrown · DwarvenFili
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.200Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.1,500 msShot delay ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.0 msClip ⓘAttacks per reload cycle, not total ammunition. Not specified means the weapon definition does not set a clip size; this is common for melee weapons.1
Damage type
Damage / hit
Splash radius
Conditions
HERO
400
15
No upgrade gate specified
HERO
400
0
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
AttackRange
200
200
LeechRangeWeapon
Yes
—
WeaponSpeed
161
161
MinWeaponSpeed
201
201
MaxWeaponSpeed
241
241
FireFX
FX_GimliAxeThrow
—
ScaleWeaponSpeed
Yes
—
HitPercentage
100
100
ScatterRadius
0.0
0
DelayBetweenShots
0
0
AntiAirborneVehicle
Yes
—
AntiAirborneMonster
Yes
—
ClipSize
1
1
ClipReloadTime
45000
45,000
AutoReloadsClip
Yes
—
InstantLoadClipOnActivate
Yes
—
PreAttackDelay
1500
1,500
PreAttackType
PER_SHOT
—
FiringDuration
1600
1,600
Source definitiondata/ini/weapon.ini:72883
FiliAxeThrown
DEFENSE
Armor profiles
These percentages are damage received: 50% takes half damage; 200% takes double damage. Unlisted types use DEFAULT. Abilities and temporary modifiers can change the result.
Base equipment
HeroArmor · DwarvenFili
Damage type
Received
DEFAULT
25%
SLASH
40%
PIERCE
20%
SPECIALIST
30%
CRUSH
50%
CAVALRY
25%
SIEGE
50%
FLAME
25%
FROST
25%
MAGIC
35%
HERO
75%
HERO_RANGED
75%
POISON
50%
STRUCTURAL
50%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:193
HeroArmor
TOOLS OF THE BATTLEFIELD
Abilities & passive effects
Descriptions come from game tooltips and may lag behind balance edits. Expand implementation details to inspect the current effects and conditions.
active
Brotherhood
Modifier Type: Leadership
Fili gains +20% damage when near Kili
Passive ability
Strategy notes have not been written for this unit yet. Use its range, armor profiles and recruitment requirements to inform comparisons; the stat sheet alone does not establish a winning matchup.