Recruit the captain of the Marchwardens.
'The world is indeed full of peril, and in it there are many dark places; but still there is much that is fair, and though in all lands love is now mingled with grief, it grows perhaps the greater.'
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
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
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
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
Orophin and Rumil gain +10% damage and +5% experience gain
Does not stack
Passive ability
Requires Level 8
Haldir guides allied units from one location on the battlefield to anywhere on the map
Does not work on siege units
Left click icon, then left click on target units, then left click on pathable location
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 8
Haldir guides allied units from one location on the battlefield to anywhere on the map
Does not work on siege units
Left click icon, then left click on target units, then left click on pathable location
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 8
Haldir guides allied units from one location on the battlefield to anywhere on the map
Does not work on siege units
Left click icon, then left click on target units, then left click on pathable location
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 8
Haldir guides allied units from one location on the battlefield to anywhere on the map
Does not work on siege units
Left click icon, then left click on target units, then left click on pathable location
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 8
Haldir guides allied units from one location on the battlefield to anywhere on the map
Does not work on siege units
Left click icon, then left click on target units, then left click on pathable location
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 8
Haldir guides allied units from one location on the battlefield to anywhere on the map
Does not work on siege units
Left click icon, then left click on target units, then left click on pathable location
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 8
Haldir guides allied units from one location on the battlefield to anywhere on the map
Does not work on siege units
Left click icon, then left click on target units, then left click on pathable location
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 8
Haldir guides allied units from one location on the battlefield to anywhere on the map
Does not work on siege units
Left click icon, then left click on target units, then left click on pathable location
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 8
Haldir guides allied units from one location on the battlefield to anywhere on the map
Does not work on siege units
Left click icon, then left click on target units, then left click on pathable location
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 8
Haldir guides allied units from one location on the battlefield to anywhere on the map
Does not work on siege units
Left click icon, then left click on target units, then left click on pathable location
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 8
Haldir guides allied units from one location on the battlefield to anywhere on the map
Does not work on siege units
Left click icon, then left click on target units, then left click on pathable location
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 8
Haldir guides allied units from one location on the battlefield to anywhere on the map
Does not work on siege units
Left click icon, then left click on target units, then left click on pathable location
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.