Iron Hills Warriors
Requires Level 3 Erebor Assembly
Strong vs. Pikemen and Cavalry
Able to switch formation for improved defensive capabilities
These hardy warriors followed the Lord of the Iron Hills to Erebor, to do battle with any that stood between them and their kin.
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
IronHillsPike · IronHillsWarrior
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.36Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.600 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.900 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
SPECIALIST
45
0
Without Upgrade_HorseDiscipline
SLASH
45
0
Without Upgrade_HorseDiscipline
SPECIALIST
45
0
Requires Upgrade_DwarvenForgedBlades · Without Upgrade_HorseDiscipline
SLASH
45
0
Requires Upgrade_DwarvenForgedBlades · Without Upgrade_HorseDiscipline
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
SPECIALIST
45
0
Without Upgrade_HorseDiscipline
SLASH
45
0
Requires Upgrade_DwarvenForgedBlades · Without Upgrade_HorseDiscipline
SPECIALIST
45
0
Requires Upgrade_DwarvenForgedBlades · 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.
Base equipment
IHWarriorArmor · IronHillsWarrior
Damage type
Received
DEFAULT
30%
SLASH
30%
PIERCE
45%
SPECIALIST
10%
CRUSH
55%
SIEGE
50%
FLAME
50%
FROST
50%
MAGIC
50%
HERO
100%
HERO_RANGED
100%
CAVALRY
75%
STRUCTURAL
15%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:1129
IHWarriorArmor
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
Purchase Khûzdul Runes (C)
Upgrades this battalion with Khûzdul Runes
Increases the damage done by melee weapons
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.