Recruit the captain of the Marchwardens.
'I bring word from Elrond of Rivendell. An alliance once existed between Elves and Men. Long ago we fought and died together. We come to honor that allegiance.'
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.
weaponset toggle 1 contained
PRIMARY
HaldirBow · ElvenHaldir_Rohan
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.350Pre-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.1,100 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
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.800 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
150
0
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
AttackRange
STANDARD_MELEE_ATTACK_RANGE
11.5
MeleeWeapon
Yes
—
DelayBetweenShots
HALDIR_SWORD_DELAYBETWEENSHOTS
800
PreAttackDelay
HALDIR_SWORD_PREATTACKDELAY
500
PreAttackType
PER_SHOT
—
FireFX
FX_GondorSwordHit
—
FiringDuration
HALDIR_SWORD_FIRINGDURATION
500
RadiusDamageAffects
ENEMIES NEUTRALS NOT_SIMILAR
—
Source definitiondata/ini/weapon.ini:26945
HaldirMountedSword
contained
PRIMARY
HaldirBow · ElvenHaldir_Rohan
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.350Pre-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.1,100 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
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.350Pre-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.1,100 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
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.800 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
65
0
No upgrade gate specified
HERO
65
0
No upgrade gate specified
HERO
35
10
No upgrade gate specified
HERO
35
10
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
AttackRange
STANDARD_MELEE_ATTACK_RANGE
11.5
MeleeWeapon
Yes
—
DelayBetweenShots
HALDIR_SWORD_DELAYBETWEENSHOTS
800
PreAttackDelay
HALDIR_SWORD_PREATTACKDELAY
500
PreAttackType
PER_SHOT
—
FireFX
FX_GondorSwordHit
—
FiringDuration
HALDIR_SWORD_FIRINGDURATION
500
RadiusDamageAffects
ENEMIES NEUTRALS NOT_SIMILAR
—
Source definitiondata/ini/weapon.ini:26902
HaldirSword
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 · ElvenHaldir_Rohan
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
Gwedhanar
Modifier Type: Leadership
Aragorn and Legolas gain +10% damage and +5% experience gain
Does not stack
Passive ability
Modifier Type: Leadership
Nearby allies gain +25% damage
At Level 3, nearby allies gain +25% armour
Passive ability
Requires Level 7
Modifier Type: Spell
Nearby units gain +50% damage and +15% speed for 30 seconds
Left click to activate
Requires Level 10
Haldir regains half of his health
Bow: Haldir gains +100% damage, but loses -50% armour for 20 seconds
Sword: Haldir gains +100% armour, loses -25% damage for 20 seconds
Haldir cannot toggle weapon for the duration of the power
Left click to activate
Requires Level 10
Haldir regains half of his health
Bow: Haldir gains +100% damage, but loses -50% armour for 20 seconds
Sword: Haldir gains +100% armour, loses -25% damage for 20 seconds
Haldir cannot toggle weapon for the duration of the power
Left click to activate
Requires Level 10
Haldir regains half of his health
Bow: Haldir gains +100% damage, but loses -50% armour for 20 seconds
Sword: Haldir gains +100% armour, loses -25% damage for 20 seconds
Haldir cannot toggle weapon for the duration of the power
Left click to activate
Requires Level 10
Haldir regains half of his health
Bow: Haldir gains +100% damage, but loses -50% armour for 20 seconds
Sword: Haldir gains +100% armour, loses -25% damage for 20 seconds
Haldir cannot toggle weapon for the duration of the power
Left click to activate
Modifier Type: Leadership
Nearby allies gain +25% damage
At Level 3, nearby allies gain +25% armour
Passive ability
Requires Level 7
Modifier Type: Spell
Nearby units gain +50% damage and +15% speed for 30 seconds
Left click to activate
Requires Level 10
Haldir regains half of his health
Bow: Haldir gains +100% damage, but loses -50% armour for 20 seconds
Sword: Haldir gains +100% armour, loses -25% damage for 20 seconds
Haldir cannot toggle weapon for the duration of the power
Left click to activate
Modifier Type: Leadership
Nearby allies gain +25% damage
At Level 3, nearby allies gain +25% armour
Passive ability
Requires Level 7
Modifier Type: Spell
Nearby units gain +50% damage and +15% speed for 30 seconds
Left click to activate
Requires Level 10
Haldir regains half of his health
Bow: Haldir gains +100% damage, but loses -50% armour for 20 seconds
Sword: Haldir gains +100% armour, loses -25% damage for 20 seconds
Haldir cannot toggle weapon for the duration of the power
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.