Breaks down castle gates and enemy structures
Heavily armoured, Saruman's rams make quick work of enemy gates, lending his Uruks access to the keep beyond.
Base statistics · Build time: 30s · 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
IsengardBatteringRam · IsengardBatteringRam
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.10Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.1,300 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.3,000 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
SIEGE
600
0
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
CanFireWhileMoving
No
—
AttackRange
10.0
10
AntiStructure
Yes
—
AntiGround
No
—
MeleeWeapon
Yes
—
AcceptableAimDelta
20
20
DelayBetweenShots
ISENGARD_BATTERINGRAM_DELAYBETWEENSHOTS
3,000
PreAttackDelay
ISENGARD_BATTERINGRAM_PREATTACKDELAY
1,300
PreAttackType
PER_SHOT
—
FiringDuration
ISENGARD_BATTERINGRAM_FIRINGDURATION
1,100
FireFX
FX_BatteringRamHit
—
LeechRangeWeapon
Yes
—
Source definitiondata/ini/weapon.ini:35663
IsengardBatteringRam
Base equipment
SECONDARY
IsengardBatteringRamGate · IsengardBatteringRam
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.58Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.1,300 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.3,000 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
SIEGE
600
0
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
CanFireWhileMoving
No
—
AttackRange
58.0
58
AntiStructure
Yes
—
AntiGround
No
—
MeleeWeapon
Yes
—
AcceptableAimDelta
20
20
DelayBetweenShots
ISENGARD_BATTERINGRAM_DELAYBETWEENSHOTS
3,000
PreAttackDelay
ISENGARD_BATTERINGRAM_PREATTACKDELAY
1,300
PreAttackType
PER_SHOT
—
FiringDuration
ISENGARD_BATTERINGRAM_FIRINGDURATION
1,100
FireFX
FX_BatteringRamHitGate
—
LeechRangeWeapon
Yes
—
Source definitiondata/ini/weapon.ini:35684
IsengardBatteringRamGate
Base equipment
TERTIARY
IsengardBatteringRamWall · IsengardBatteringRam
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.20Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.1,300 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.3,000 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
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.40Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.1,300 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.3,000 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
SIEGE
2,000
50
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
CanFireWhileMoving
No
—
RadiusDamageAffects
ALLIES ENEMIES NEUTRALS SELF SUICIDE
—
AttackRange
40.0
40
AntiStructure
Yes
—
AntiGround
No
—
MeleeWeapon
No
—
AcceptableAimDelta
20
20
DelayBetweenShots
3000
3,000
PreAttackDelay
1300
1,300
PreAttackType
PER_SHOT
—
FiringDuration
1100
1,100
PassengerProportionalAttack
Yes
—
MaxAttackPassengers
4
4
ProjectileFilterInContainer
NONE +MINE
—
FireFX
FX_BatteringRamHitUpgrade
—
LeechRangeWeapon
Yes
—
Source definitiondata/ini/weapon.ini:35744
IsengardBatteringRamWithMine
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
BatteringRamArmor · IsengardBatteringRam
Damage type
Received
DEFAULT
25%
SLASH
90%
PIERCE
15%
SPECIALIST
70%
CRUSH
40%
CAVALRY
100%
SIEGE
60%
FLAME
40%
FROST
30%
MAGIC
30%
HERO
125%
HERO_RANGED
25%
STRUCTURAL
15%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:4069
BatteringRamArmor
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.
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.