Cave Troll
Siegeengine · INDIVIDUAL UNIT

Cave Troll

Compare this unit ⇄
Cost500
Health / soldier2,500
Health / full battalion2,500
Attack range11.5
Movement speed65
Command points45

Base statistics · Build time: 45s · 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

WildCaveTrollPunch · GoblinCaveTroll

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
11.5
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
500 ms
Shot 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 ms
Clip
ⓘ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 typeDamage / hitSplash radiusConditions
SIEGE25050No upgrade gate specified
SIEGE10050No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
LeechRangeWeaponYes—
RadiusDamageAffectsENEMIES—
AttackRangeSTANDARD_MELEE_ATTACK_RANGE11.5
MeleeWeaponYes—
DelayBetweenShotsMORDOR_TROLL_PUNCH_DELAYBETWEENSHOTS1,000
FiringDurationMORDOR_TROLL_PUNCH_FIRINGDURATION1,000
PreAttackDelayMORDOR_TROLL_PUNCH_PREATTACKDELAY500
PreAttackTypePER_SHOT—
PreAttackFXFX_TrollTreeSwing—
FireFXFX_TrollPunchGeneric—
DamageDealtAtSelfPositionYes—
AcceptableAimDelta15.015
Source definitiondata/ini/weapon.ini:36135

WildCaveTrollPunch

Base equipment

SECONDARY

WildCaveTrollBash · GoblinCaveTroll

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
11.5
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
600 ms
Shot delay
ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.
1,400 ms
Clip
ⓘ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 typeDamage / hitSplash radiusConditions
SIEGE1480No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
LeechRangeWeaponYes—
AttackRangeSTANDARD_MELEE_ATTACK_RANGE11.5
RadiusDamageAffectsENEMIES—
MeleeWeaponYes—
FireFXFX_TrollBash—
DelayBetweenShotsMORDOR_TROLL_SHOULDER_DELAYBETWEENSHOTS1,400
FiringDurationMORDOR_TROLL_SHOULDER_FIRINGDURATION900
PreAttackDelayMORDOR_TROLL_SHOULDER_PREATTACKDELAY600
PreAttackTypePER_SHOT—
PreAttackFXFX_TrollTreeSwing—
AcceptableAimDelta35.035
Source definitiondata/ini/weapon.ini:36255

WildCaveTrollBash

Base equipment

TERTIARY

WildCaveTrollPunch · GoblinCaveTroll

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
11.5
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
500 ms
Shot 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 ms
Clip
ⓘ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 typeDamage / hitSplash radiusConditions
SIEGE25050No upgrade gate specified
SIEGE10050No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
LeechRangeWeaponYes—
RadiusDamageAffectsENEMIES—
AttackRangeSTANDARD_MELEE_ATTACK_RANGE11.5
MeleeWeaponYes—
DelayBetweenShotsMORDOR_TROLL_PUNCH_DELAYBETWEENSHOTS1,000
FiringDurationMORDOR_TROLL_PUNCH_FIRINGDURATION1,000
PreAttackDelayMORDOR_TROLL_PUNCH_PREATTACKDELAY500
PreAttackTypePER_SHOT—
PreAttackFXFX_TrollTreeSwing—
FireFXFX_TrollPunchGeneric—
DamageDealtAtSelfPositionYes—
AcceptableAimDelta15.015
Source definitiondata/ini/weapon.ini:36135

WildCaveTrollPunch

rampage weaponset toggle 1

PRIMARY

MordorCaveTrollRampage · GoblinCaveTroll

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
160
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
Unknown
Shot 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 ms
Clip
ⓘ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.
5
Damage typeDamage / hitSplash radiusConditions
CRUSH10020No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
AttackRange160.0160
FireFXFX_RampageDust—
RadiusDamageAffectsALLIES ENEMIES SAME_HEIGHT_ONLY—
DelayBetweenShots10001,000
ClipSize55
ClipReloadTime10001,000
IgnoreLinearFirstTargetYes—
LinearTargetX: 0.0 Y: 0.0 T:5—
LinearTargetX: 20.0 Y: 10.0 T:4—
LinearTargetX: 0.0 Y: 20.0 T:5—
LinearTargetX:-20.0 Y: 0.0 T:5—
LinearTargetX: 0.0 Y:-20.0 T:0—
LinearTargetX: 0.0 Y: 0.0 T:5—
Source definitiondata/ini/weapon.ini:36980

MordorCaveTrollRampage

weaponset toggle 1

PRIMARY

TrollRockThrow · GoblinCaveTroll

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
250
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
1,400 ms
Shot delay
ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.
6,100 ms
Clip
ⓘ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 typeDamage / hitSplash radiusConditions
SIEGE27515No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
HoldDuringReloadYes—
AttackRangeMORDOR_TROLL_ROCK_RANGE250
WeaponSpeed200.0200
FireFXFX_EntThrowSmallRock—
PreAttackDelay14001,400
FiringDuration20002,000
PreAttackTypePER_SHOT—
DelayBetweenShots61006,100
HitPercentage00
ScatterRadius4.04
IsAimingWeaponYes—
NoVictimNeededYes—
LeechRangeWeaponYes—
AutoReloadWhenIdle15001,500
ClipSize11
AutoReloadsClipYes—
ClipReloadTime21002,100
Source definitiondata/ini/weapon.ini:36804

TrollRockThrow

rampage

PRIMARY

MordorCaveTrollRampage · GoblinCaveTroll

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
160
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
Unknown
Shot 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 ms
Clip
ⓘ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.
5
Damage typeDamage / hitSplash radiusConditions
CRUSH10020No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
AttackRange160.0160
FireFXFX_RampageDust—
RadiusDamageAffectsALLIES ENEMIES SAME_HEIGHT_ONLY—
DelayBetweenShots10001,000
ClipSize55
ClipReloadTime10001,000
IgnoreLinearFirstTargetYes—
LinearTargetX: 0.0 Y: 0.0 T:5—
LinearTargetX: 20.0 Y: 10.0 T:4—
LinearTargetX: 0.0 Y: 20.0 T:5—
LinearTargetX:-20.0 Y: 0.0 T:5—
LinearTargetX: 0.0 Y:-20.0 T:0—
LinearTargetX: 0.0 Y: 0.0 T:5—
Source definitiondata/ini/weapon.ini:36980

MordorCaveTrollRampage

rampage passenger type one

PRIMARY

MordorCaveTrollTreeRampage · GoblinCaveTroll

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
160
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
Unknown
Shot 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 ms
Clip
ⓘ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.
5
Damage typeDamage / hitSplash radiusConditions
CRUSH10020No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
AttackRange160.0160
FireFXFX_RampageDust—
RadiusDamageAffectsALLIES ENEMIES SAME_HEIGHT_ONLY—
DelayBetweenShots10001,000
ClipSize55
ClipReloadTime10001,000
IgnoreLinearFirstTargetYes—
LinearTargetX: 0.0 Y: 0.0 T:5—
LinearTargetX: 20.0 Y: 10.0 T:4—
LinearTargetX: 0.0 Y: 30.0 T:5—
LinearTargetX:-20.0 Y: 0.0 T:5—
LinearTargetX: 0.0 Y:-30.0 T:0—
LinearTargetX: 0.0 Y: 0.0 T:5—
Source definitiondata/ini/weapon.ini:37032

MordorCaveTrollTreeRampage

passenger type one

PRIMARY

WildCaveTrollClubSwing · GoblinCaveTroll

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
30
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
600 ms
Shot delay
ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.
1,400 ms
Clip
ⓘ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 typeDamage / hitSplash radiusConditions
SIEGE15060No upgrade gate specified
SIEGE7060No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
LeechRangeWeaponYes—
RadiusDamageAffectsENEMIES—
MeleeWeaponYes—
AttackRange3030
FireFXFX_TrollClubHit—
DelayBetweenShotsMORDOR_TROLL_TREE_DELAYBETWEENSHOTS1,400
FiringDurationMORDOR_TROLL_TREE_FIRINGDURATION1,400
PreAttackDelayMORDOR_TROLL_TREE_PREATTACKDELAY600
PreAttackTypePER_SHOT—
PreAttackFXFX_TrollTreeSwing—
DamageDealtAtSelfPositionYes—
AcceptableAimDelta35.035
RequireFollowThruYes—
Source definitiondata/ini/weapon.ini:36403

WildCaveTrollClubSwing

passenger type one

SECONDARY

WildCaveTrollClubSwing · GoblinCaveTroll

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
30
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
600 ms
Shot delay
ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.
1,400 ms
Clip
ⓘ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 typeDamage / hitSplash radiusConditions
SIEGE15060No upgrade gate specified
SIEGE7060No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
LeechRangeWeaponYes—
RadiusDamageAffectsENEMIES—
MeleeWeaponYes—
AttackRange3030
FireFXFX_TrollClubHit—
DelayBetweenShotsMORDOR_TROLL_TREE_DELAYBETWEENSHOTS1,400
FiringDurationMORDOR_TROLL_TREE_FIRINGDURATION1,400
PreAttackDelayMORDOR_TROLL_TREE_PREATTACKDELAY600
PreAttackTypePER_SHOT—
PreAttackFXFX_TrollTreeSwing—
DamageDealtAtSelfPositionYes—
AcceptableAimDelta35.035
RequireFollowThruYes—
Source definitiondata/ini/weapon.ini:36403

WildCaveTrollClubSwing

passenger type one

TERTIARY

WildCaveTrollBash · GoblinCaveTroll

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
11.5
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
600 ms
Shot delay
ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.
1,400 ms
Clip
ⓘ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 typeDamage / hitSplash radiusConditions
SIEGE1480No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
LeechRangeWeaponYes—
AttackRangeSTANDARD_MELEE_ATTACK_RANGE11.5
RadiusDamageAffectsENEMIES—
MeleeWeaponYes—
FireFXFX_TrollBash—
DelayBetweenShotsMORDOR_TROLL_SHOULDER_DELAYBETWEENSHOTS1,400
FiringDurationMORDOR_TROLL_SHOULDER_FIRINGDURATION900
PreAttackDelayMORDOR_TROLL_SHOULDER_PREATTACKDELAY600
PreAttackTypePER_SHOT—
PreAttackFXFX_TrollTreeSwing—
AcceptableAimDelta35.035
Source definitiondata/ini/weapon.ini:36255

WildCaveTrollBash

passenger type two

PRIMARY

CaveTrollGoblinThrow · GoblinCaveTroll

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
400
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
1,400 ms
Shot delay
ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.
6,100 ms
Clip
ⓘ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 typeDamage / hitSplash radiusConditions
SIEGE30015No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
HoldDuringReloadYes—
AttackRange400400
WeaponSpeed200.0200
FireFXFX_EntThrowSmallRock—
PreAttackDelay14001,400
FiringDuration20002,000
PreAttackTypePER_SHOT—
DelayBetweenShots61006,100
HitPercentage00
ScatterRadius4.04
IsAimingWeaponYes—
NoVictimNeededYes—
LeechRangeWeaponYes—
AutoReloadWhenIdle15001,500
ClipSize11
AutoReloadsClipNo—
ClipReloadTime21002,100
ProjectileFilterInContainerNONE +INFANTRY—
Source definitiondata/ini/weapon.ini:36935

CaveTrollGoblinThrow

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

CaveTrollArmor · GoblinCaveTroll

Damage typeReceived
DEFAULT50%
SLASH40%
PIERCE45%
SPECIALIST110%
CRUSH10%
CAVALRY50%
SIEGE80%
FLAME50%
FROST50%
MAGIC50%
HERO100%
HERO_RANGED100%
STRUCTURAL60%
UNDEFINED1%
Source definitiondata/ini/armor.ini:4304

CaveTrollArmor

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.

upgrade / mode

Command_ToggleCaveTrollRockThrow

Effect values & implementation
Source definitiondata/ini/commandbutton.ini:1352

Command_ToggleCaveTrollRockThrow

active

Grab Weapon

Pick up a tree or rock to use as weapon

Cooldown 0s
Effect values & implementation
PropertyGame valueResolved value
EnumSPECIAL_GRAB_PASSENGER—
ReloadTime00

GrabPassengerSpecialPower ModuleTag_07

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityGrabPassenger—
UpdateModuleStartsAttackYes—
AllowTreeYes—
InitiateFXFX_TrollGrabInitiate—

SpecialAbilityUpdate ModuleTag_08

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityGrabPassenger—
StartAbilityRange8.08
UnpackTime300300
PreparationTime11
PersistentPrepTime630630
PackTime10001,000
GrabPassengerAnimAndDurationAnimState:EATING AnimTime:3000 TriggerTime:1400—
AwardXPForTriggering00
RejectedConditionsWEAPON_TOGGLE—
Source definitiondata/ini/commandbutton.ini:1328

Command_SpecialAbilityTrollGrabTree

passive / conditional

Auto Heal Behavior

Requires: Upgrade_ObjectLevel3

Effect values & implementation

AutoHealBehavior ModuleTag_CaveTrollHealing

PropertyGame valueResolved value
StartsActiveNo—
TriggeredByUpgrade_ObjectLevel3—
HealingAmountMONSTER_HEAL_AMOUNT30
HealingDelay10001,000
StartHealingDelayMONSTER_HEAL_DELAY15,000
HealOnlyIfNotInCombatYes—
HealOnlyIfNotUnderAttackYes—
Source definitiondata/ini/object/evilfaction/units/wild/cavetroll.ini:1178

AutoHealBehavior ModuleTag_CaveTrollHealing

Battalion composition & progression

Member templateCountHealth each
GoblinCaveTroll12,500
Experience and level upgrades (5)
Level definitionXP requirementUpgrades / modifiers
EvilMonsterLevel11Upgrade_ObjectLevel1
EvilMonsterLevel2140Upgrade_ObjectLevel2 EvilMonsterBonusRank2
EvilMonsterLevel3280Upgrade_ObjectLevel3 EvilMonsterBonusRank3
EvilMonsterLevel4420Upgrade_ObjectLevel4 EvilMonsterBonusRank4
EvilMonsterLevel5560Upgrade_ObjectLevel5 EvilMonsterBonusRank5
JOINING THE ARMY

Where to recruit

FactionBuildingUnlock requirementsPath
Misty MountainsGoblinFissureNo additional upgrade gate recorded
Trace

Starting builder → WildPorter → GoblinFissure → GoblinFissureCommandSet → Command_ConstructGoblinTroll

Source definitiondata/ini/commandbutton.ini:15772

Command_ConstructGoblinTroll

Misty MountainsGoblinFissureUpgrade_StructureLevel2
Trace

Starting builder → WildPorter → GoblinFissure → GoblinFissureCommandSetLevel2 → Command_ConstructGoblinTroll

Source definitiondata/ini/commandbutton.ini:15772

Command_ConstructGoblinTroll

Misty MountainsGoblinFissureUpgrade_StructureLevel3
Trace

Starting builder → WildPorter → GoblinFissure → GoblinFissureCommandSetLevel3 → Command_ConstructGoblinTroll

Source definitiondata/ini/commandbutton.ini:15772

Command_ConstructGoblinTroll

GundabadGoblinFissureNo additional upgrade gate recorded
Trace

Starting builder → WildPorter → GoblinFissure → GoblinFissureCommandSet_Azog → Command_ConstructGoblinTroll

Source definitiondata/ini/commandbutton.ini:15772

Command_ConstructGoblinTroll

GundabadGoblinFissureUpgrade_StructureLevel2
Trace

Starting builder → WildPorter → GoblinFissure → GoblinFissureCommandSetLevel2_Azog → Command_ConstructGoblinTroll

Source definitiondata/ini/commandbutton.ini:15772

Command_ConstructGoblinTroll

GundabadGoblinFissureUpgrade_StructureLevel3
Trace

Starting builder → WildPorter → GoblinFissure → GoblinFissureCommandSetLevel3_Azog → Command_ConstructGoblinTroll

Source definitiondata/ini/commandbutton.ini:15772

Command_ConstructGoblinTroll

FIELD NOTES

Strategy

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.

Source definitiondata/ini/object/evilfaction/units/wild/cavetroll.ini:3

GoblinCaveTroll