Base statistics · Build time: 20s · 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
DwarvenGuardianAxe · DwarvenGuardian_DurinsFolk
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.11.5Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.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.1,000 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
SLASH
45
0
Without Upgrade_HorseDiscipline
SLASH
30
0
Without Upgrade_HorseDiscipline
SLASH
100
0
Requires Upgrade_DwarvenForgedBlades · Without Upgrade_HorseDiscipline
SLASH
50
0
Requires Upgrade_HorseDiscipline
SLASH
30
0
Requires Upgrade_HorseDiscipline · Without Upgrade_DwarvenSiegeHammer
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.11.5Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.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.1,000 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
SLASH
50
0
Requires Upgrade_DwarvenSiegeHammer · Without Upgrade_HorseDiscipline
SLASH
30
0
Requires Upgrade_DwarvenSiegeHammer · Without Upgrade_HorseDiscipline
SIEGE
10
0
Requires Upgrade_DwarvenSiegeHammer · Without Upgrade_HorseDiscipline
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.
Descriptions come from game tooltips and may lag behind balance edits. Expand implementation details to inspect the current effects and conditions.
active
Natural Sprinters (W)
Requires Level 2
Modifier Type: Buff
Erebor Warriors gain +15% movement speed and can crush enemy units for 5 seconds
Warriors also gain +15% damage and +15% armour for 10 seconds
At Level 4, deals increased damage when crushing enemies
Left click to activate
Requires Level 2
Modifier Type: Buff
Erebor Warriors gain +15% movement speed and can crush enemy units for 5 seconds
Warriors also gain +15% damage and +15% armour for 10 seconds
At Level 4, deals increased damage when crushing enemies
Left click to activate
Requires Level 2
Modifier Type: Buff
Erebor Warriors gain +15% movement speed and can crush enemy units for 5 seconds
Warriors also gain +15% damage and +15% armour for 10 seconds
At Level 4, deals increased damage when crushing enemies
Left click to activate
Requires Level 2
Modifier Type: Buff
Erebor Warriors gain +15% movement speed and can crush enemy units for 5 seconds
Warriors also gain +15% damage and +15% armour for 10 seconds
At Level 4, deals increased damage when crushing enemies
Left click to activate
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.