Lurtz
Hero · INDIVIDUAL UNIT

Lurtz

Recruit the First Captain of the Uruk-hai 'Find the Halflings!'

Compare this unit ⇄
Cost1,900
Health / soldier2,400
Health / full battalion2,400
Attack range320
Movement speed55
Command points0

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.

Base equipment

PRIMARY

IsenguardLurtzBow · IsengardLurtz

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
320
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
1,500 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.
0 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
HERO_RANGED1500No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
AttackRangeLURTZ_BOW_RANGE320
RangeBonusMinHeight3030
RangeBonus11
RangeBonusPerFoot#MULTIPLY( LURTZ_BOW_RANGE .003 )0.96
LeechRangeWeaponYes—
WeaponSpeed300300
MinWeaponSpeed121121
MaxWeaponSpeed400400
FireFXFX_RohanArcherBowWeapon—
ScaleWeaponSpeedYes—
HitPercentage9090
ScatterRadius40.040
AcceptableAimDelta2020
DelayBetweenShotsLURTZ_BOW_DELAYBETWEENSHOTS0
PreAttackDelayLURTZ_BOW_PREATTACKDELAY1,500
PreAttackTypePER_POSITION—
FiringDurationLURTZ_BOW_FIRINGDURATION0
ClipSize11
AutoReloadsClipYes—
AutoReloadWhenIdle11
ClipReloadTimeMin:LURTZ_BOW_RELOADTIME_MIN Max:LURTZ_BOW_RELOADTIME_MAX—
ContinuousFireOne00
ContinuousFireCoastLURTZ_BOW_RELOADTIME_MAX1,667
AntiAirborneVehicleYes—
AntiAirborneMonsterYes—
Source definitiondata/ini/weapon.ini:48497

IsenguardLurtzBow

contained weaponset toggle 1

PRIMARY

IsenguardLurtzBow · IsengardLurtz

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
320
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
1,500 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.
0 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
HERO_RANGED1500No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
AttackRangeLURTZ_BOW_RANGE320
RangeBonusMinHeight3030
RangeBonus11
RangeBonusPerFoot#MULTIPLY( LURTZ_BOW_RANGE .003 )0.96
LeechRangeWeaponYes—
WeaponSpeed300300
MinWeaponSpeed121121
MaxWeaponSpeed400400
FireFXFX_RohanArcherBowWeapon—
ScaleWeaponSpeedYes—
HitPercentage9090
ScatterRadius40.040
AcceptableAimDelta2020
DelayBetweenShotsLURTZ_BOW_DELAYBETWEENSHOTS0
PreAttackDelayLURTZ_BOW_PREATTACKDELAY1,500
PreAttackTypePER_POSITION—
FiringDurationLURTZ_BOW_FIRINGDURATION0
ClipSize11
AutoReloadsClipYes—
AutoReloadWhenIdle11
ClipReloadTimeMin:LURTZ_BOW_RELOADTIME_MIN Max:LURTZ_BOW_RELOADTIME_MAX—
ContinuousFireOne00
ContinuousFireCoastLURTZ_BOW_RELOADTIME_MAX1,667
AntiAirborneVehicleYes—
AntiAirborneMonsterYes—
Source definitiondata/ini/weapon.ini:48497

IsenguardLurtzBow

contained

PRIMARY

IsenguardLurtzBow · IsengardLurtz

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
320
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
1,500 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.
0 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
HERO_RANGED1500No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
AttackRangeLURTZ_BOW_RANGE320
RangeBonusMinHeight3030
RangeBonus11
RangeBonusPerFoot#MULTIPLY( LURTZ_BOW_RANGE .003 )0.96
LeechRangeWeaponYes—
WeaponSpeed300300
MinWeaponSpeed121121
MaxWeaponSpeed400400
FireFXFX_RohanArcherBowWeapon—
ScaleWeaponSpeedYes—
HitPercentage9090
ScatterRadius40.040
AcceptableAimDelta2020
DelayBetweenShotsLURTZ_BOW_DELAYBETWEENSHOTS0
PreAttackDelayLURTZ_BOW_PREATTACKDELAY1,500
PreAttackTypePER_POSITION—
FiringDurationLURTZ_BOW_FIRINGDURATION0
ClipSize11
AutoReloadsClipYes—
AutoReloadWhenIdle11
ClipReloadTimeMin:LURTZ_BOW_RELOADTIME_MIN Max:LURTZ_BOW_RELOADTIME_MAX—
ContinuousFireOne00
ContinuousFireCoastLURTZ_BOW_RELOADTIME_MAX1,667
AntiAirborneVehicleYes—
AntiAirborneMonsterYes—
Source definitiondata/ini/weapon.ini:48497

IsenguardLurtzBow

weaponset toggle 1 close range

PRIMARY

LurtzWeapon · IsengardLurtz

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
15
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
640 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.
960 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
HERO2000No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
LeechRangeWeaponYes—
AttackRange15.015
MeleeWeaponYes—
DelayBetweenShotsLURTZ_DELAYBETWEENSHOTS960
PreAttackDelayLURTZ_PREATTACKDELAY640
PreAttackTypePER_SHOT—
FiringDurationLURTZ_FIRINGDURATION960
FireFXFX_GondorSwordHit—
Source definitiondata/ini/weapon.ini:47176

LurtzWeapon

close range

PRIMARY

IsenguardLurtzBow · IsengardLurtz

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
320
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
1,500 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.
0 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
HERO_RANGED1500No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
AttackRangeLURTZ_BOW_RANGE320
RangeBonusMinHeight3030
RangeBonus11
RangeBonusPerFoot#MULTIPLY( LURTZ_BOW_RANGE .003 )0.96
LeechRangeWeaponYes—
WeaponSpeed300300
MinWeaponSpeed121121
MaxWeaponSpeed400400
FireFXFX_RohanArcherBowWeapon—
ScaleWeaponSpeedYes—
HitPercentage9090
ScatterRadius40.040
AcceptableAimDelta2020
DelayBetweenShotsLURTZ_BOW_DELAYBETWEENSHOTS0
PreAttackDelayLURTZ_BOW_PREATTACKDELAY1,500
PreAttackTypePER_POSITION—
FiringDurationLURTZ_BOW_FIRINGDURATION0
ClipSize11
AutoReloadsClipYes—
AutoReloadWhenIdle11
ClipReloadTimeMin:LURTZ_BOW_RELOADTIME_MIN Max:LURTZ_BOW_RELOADTIME_MAX—
ContinuousFireOne00
ContinuousFireCoastLURTZ_BOW_RELOADTIME_MAX1,667
AntiAirborneVehicleYes—
AntiAirborneMonsterYes—
Source definitiondata/ini/weapon.ini:48497

IsenguardLurtzBow

close range

SECONDARY

IsenguardLurtzBowMelee · IsengardLurtz

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
20
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
1,500 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.
Unknown
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
CRUSH1500No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
LeechRangeWeaponYes—
AttackRange20.020
MeleeWeaponYes—
FireFXFX_RohanArcherBowWeapon—
PreAttackDelay15001,500
PreAttackTypePER_SHOT—
FiringDuration15001,500
Source definitiondata/ini/weapon.ini:48528

IsenguardLurtzBowMelee

weaponset toggle 1

PRIMARY

LurtzWeapon · IsengardLurtz

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
15
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
640 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.
960 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
HERO2000No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
LeechRangeWeaponYes—
AttackRange15.015
MeleeWeaponYes—
DelayBetweenShotsLURTZ_DELAYBETWEENSHOTS960
PreAttackDelayLURTZ_PREATTACKDELAY640
PreAttackTypePER_SHOT—
FiringDurationLURTZ_FIRINGDURATION960
FireFXFX_GondorSwordHit—
Source definitiondata/ini/weapon.ini:47176

LurtzWeapon

weaponset hero mode

PRIMARY

IsenguardLurtzBow · IsengardLurtz

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
320
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
1,500 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.
0 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
HERO_RANGED1500No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
AttackRangeLURTZ_BOW_RANGE320
RangeBonusMinHeight3030
RangeBonus11
RangeBonusPerFoot#MULTIPLY( LURTZ_BOW_RANGE .003 )0.96
LeechRangeWeaponYes—
WeaponSpeed300300
MinWeaponSpeed121121
MaxWeaponSpeed400400
FireFXFX_RohanArcherBowWeapon—
ScaleWeaponSpeedYes—
HitPercentage9090
ScatterRadius40.040
AcceptableAimDelta2020
DelayBetweenShotsLURTZ_BOW_DELAYBETWEENSHOTS0
PreAttackDelayLURTZ_BOW_PREATTACKDELAY1,500
PreAttackTypePER_POSITION—
FiringDurationLURTZ_BOW_FIRINGDURATION0
ClipSize11
AutoReloadsClipYes—
AutoReloadWhenIdle11
ClipReloadTimeMin:LURTZ_BOW_RELOADTIME_MIN Max:LURTZ_BOW_RELOADTIME_MAX—
ContinuousFireOne00
ContinuousFireCoastLURTZ_BOW_RELOADTIME_MAX1,667
AntiAirborneVehicleYes—
AntiAirborneMonsterYes—
Source definitiondata/ini/weapon.ini:48497

IsenguardLurtzBow

weaponset hero mode close range

PRIMARY

IsenguardLurtzBow · IsengardLurtz

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
320
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
1,500 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.
0 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
HERO_RANGED1500No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
AttackRangeLURTZ_BOW_RANGE320
RangeBonusMinHeight3030
RangeBonus11
RangeBonusPerFoot#MULTIPLY( LURTZ_BOW_RANGE .003 )0.96
LeechRangeWeaponYes—
WeaponSpeed300300
MinWeaponSpeed121121
MaxWeaponSpeed400400
FireFXFX_RohanArcherBowWeapon—
ScaleWeaponSpeedYes—
HitPercentage9090
ScatterRadius40.040
AcceptableAimDelta2020
DelayBetweenShotsLURTZ_BOW_DELAYBETWEENSHOTS0
PreAttackDelayLURTZ_BOW_PREATTACKDELAY1,500
PreAttackTypePER_POSITION—
FiringDurationLURTZ_BOW_FIRINGDURATION0
ClipSize11
AutoReloadsClipYes—
AutoReloadWhenIdle11
ClipReloadTimeMin:LURTZ_BOW_RELOADTIME_MIN Max:LURTZ_BOW_RELOADTIME_MAX—
ContinuousFireOne00
ContinuousFireCoastLURTZ_BOW_RELOADTIME_MAX1,667
AntiAirborneVehicleYes—
AntiAirborneMonsterYes—
Source definitiondata/ini/weapon.ini:48497

IsenguardLurtzBow

weaponset hero mode close range

SECONDARY

IsenguardLurtzBowMelee · IsengardLurtz

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
20
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
1,500 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.
Unknown
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
CRUSH1500No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
LeechRangeWeaponYes—
AttackRange20.020
MeleeWeaponYes—
FireFXFX_RohanArcherBowWeapon—
PreAttackDelay15001,500
PreAttackTypePER_SHOT—
FiringDuration15001,500
Source definitiondata/ini/weapon.ini:48528

IsenguardLurtzBowMelee

weaponset hero mode weaponset toggle 1

PRIMARY

LurtzRelentlessWarriorWeapon · IsengardLurtz

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
15
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
640 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.
960 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
HERO15015No upgrade gate specified
HERO15015No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
RadiusDamageAffectsENEMIES NEUTRALS NOT_SIMILAR—
LeechRangeWeaponYes—
AttackRange15.015
MeleeWeaponYes—
DelayBetweenShotsLURTZ_DELAYBETWEENSHOTS960
PreAttackDelayLURTZ_PREATTACKDELAY640
PreAttackTypePER_SHOT—
FiringDurationLURTZ_FIRINGDURATION960
FireFXFX_GondorSwordHit—
Source definitiondata/ini/weapon.ini:47213

LurtzRelentlessWarriorWeapon

weaponset hero mode weaponset toggle 1 close range

PRIMARY

LurtzRelentlessWarriorWeapon · IsengardLurtz

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
15
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
640 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.
960 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
HERO15015No upgrade gate specified
HERO15015No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
RadiusDamageAffectsENEMIES NEUTRALS NOT_SIMILAR—
LeechRangeWeaponYes—
AttackRange15.015
MeleeWeaponYes—
DelayBetweenShotsLURTZ_DELAYBETWEENSHOTS960
PreAttackDelayLURTZ_PREATTACKDELAY640
PreAttackTypePER_SHOT—
FiringDurationLURTZ_FIRINGDURATION960
FireFXFX_GondorSwordHit—
Source definitiondata/ini/weapon.ini:47213

LurtzRelentlessWarriorWeapon

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 · IsengardLurtz

Damage typeReceived
DEFAULT25%
SLASH40%
PIERCE20%
SPECIALIST30%
CRUSH50%
CAVALRY25%
SIEGE50%
FLAME25%
FROST25%
MAGIC35%
HERO75%
HERO_RANGED75%
POISON50%
STRUCTURAL50%
UNDEFINED1%
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.

upgrade / mode

Toggle Weapon (W)

Left click to toggle between bow and sword

Effect values & implementation
Source definitiondata/ini/commandbutton.ini:1973

Command_ToggleLurtzWeapon

active

Leader of the Hunt

Cooldown 60s
Effect values & implementation
PropertyGame valueResolved value
EnumSPECIAL_WOUND_ARROW—
ReloadTime6000060,000
PublicTimerNo—
ObjectFilterAOTR_CRIPPLE_STRIKE_SPECIAL_OBJECT_FILTER—

SpecialPowerModule ModuleTag_CreateAHeroAttachSpyStarter_Level1

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityLeaderoftheHunt—
UpdateModuleStartsAttackYes—
StartsPausedNo—
TriggerFXFX_AttachSpy—

WeaponFireSpecialAbilityUpdate ModuleTag_CreateAHeroAttachSpyUpdate_Level1

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityLeaderoftheHunt—
UnpackTime11001,100
PackTime500500
AwardXPForTriggering00
StartAbilityRangeCREATE_A_HERO_SPY_DO_POWER_RANGE_L1600
ApproachRequiresLOSYes—
SpecialWeaponLurtz_AttachSpy_Level1—
WhichSpecialWeapon11
Source definitiondata/ini/commandbutton.ini:2799

Command_LeaderoftheHunt

active

Relentless Warrior (T)

Cooldown 120s
Effect values & implementation
PropertyGame valueResolved value
EnumSPECIAL_GENERAL_TARGETLESS—
ReloadTime120000120,000

UnpauseSpecialPowerUpgrade ModuleTag_LurtzCarnageLvl3

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityLurtzCarnage—
TriggeredByUpgrade_ObjectLevel3—

OCLSpecialPower ModuleTag_LurtzCarnageStarter

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityLurtzCarnage—
StartsPausedYes—
SetModelConditionModelConditionState:USER_1—
SetModelConditionTime1.01
DisableDuringAnimDurationYes—
OCLOCL_LurtzCarnageBuff—

HeroModeSpecialAbilityUpdate ModuleTag_CarnageUpdate

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityLurtzCarnage—
HeroEffectDuration2000020,000
UnpackTime11
InstantYes—
RequiredConditionsWEAPON_TOGGLE—
Source definitiondata/ini/commandbutton.ini:2010

Command_SpecialAbilityLurtzCarnage

active

Cripple (C)

Cooldown 100s
Effect values & implementation
PropertyGame valueResolved value
EnumSPECIAL_AT_VISIBLE_OBJECT—
ReloadTime100000100,000
ObjectFilterAOTR_CRIPPLE_STRIKE_SPECIAL_OBJECT_FILTER—

UnpauseSpecialPowerUpgrade ModuleTag_CrippleEnabler

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityIsengardLurtzCripple—
TriggeredByUpgrade_ObjectLevel5—

SpecialPowerModule ModuleTag_CrippleStarter

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityIsengardLurtzCripple—
UpdateModuleStartsAttackYes—
StartsPausedYes—
InitiateSoundLurtzVoiceAttackCripplingStrike—

WeaponFireSpecialAbilityUpdate ModuleTag_CrippleUpdate

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityIsengardLurtzCripple—
SkipContinueYes—
UnpackTime11001,100
PreparationTime11
PersistentPrepTime500500
PackTime500500
MustFinishAbilityYes—
AwardXPForTriggering00
StartAbilityRangeLURTZ_CRIPPLE_RANGE_ABILTY_START300
SpecialWeaponIsenguardLurtzBowStun—
WhichSpecialWeapon11
RejectedConditionsWEAPON_TOGGLE—
Source definitiondata/ini/commandbutton.ini:1995

Command_LurtzCripple

active

Uruk Chief

Requires Level 10 Lurtz is clad in thick armour Permanently gains +50% armour Passive ability

Cooldown 0s

Requires: Upgrade_ObjectLevel10

Effect values & implementation
PropertyGame valueResolved value
EnumSPECIAL_FAKE_LEADERSHIP_BUTTON—
ReloadTime11
Source definitiondata/ini/commandbutton.ini:2784

Command_SpecialAbilityLurtzUrukChielf

active

Capture Building

Take control of targeted structure

Cooldown 0s
Effect values & implementation
PropertyGame valueResolved value
EnumSPECIAL_INFANTRY_CAPTURE_BUILDING—
ReloadTime00
UnitSpecificSoundToUseAsInitiateIntendToDoVoiceVoiceInitiateCaptureBuilding—
UnitSpecificSoundToUseAsEnterStateInitiateIntendToDoVoiceVoiceEnterStateInitiateCaptureBuilding—
EvaEventToPlayOnSuccessBuildingCaptured—

SpecialPowerModule ModuleTag_CaptureBuilding

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityCaptureBuilding—
UpdateModuleStartsAttackYes—
StartsPausedNo—

SpecialAbilityUpdate ModuleTag_CaptureBuildingUpdate

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityCaptureBuilding—
StartAbilityRange15.015
UnpackTime11
PreparationTime1500015,000
PackTime11
DoCaptureFXYes—
LoseStealthOnTriggerYes—
Source definitiondata/ini/commandbutton.ini:29432

Command_CaptureBuilding

active

Find a Tree (C)

Find a tree to use as a weapon

Cooldown 30s
Effect values & implementation
PropertyGame valueResolved value
EnumSPECIAL_AT_VISIBLE_OBJECT—
ReloadTime3000030,000

SpecialPowerModule ModuleTag_FortTouch

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityAutoHeroRetreat—
StartsPausedNo—
UpdateModuleStartsAttackYes—

SpecialAbilityUpdate ModuleTag_RetreatGrabber

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityAutoHeroRetreat—
StartAbilityRange10.010
AwardXPForTriggering00
TriggerAttributeModifierRetreatDeactivator—
AttributeModifierDuration3000030,000
Source definitiondata/ini/commandbutton.ini:1432

Command_SpecialAbilityHeroAutoRetreat

passive / conditional

Auto Heal Behavior

Effect values & implementation

AutoHealBehavior ModuleTag_LurtzHealing

PropertyGame valueResolved value
StartsActiveYes—
HealingAmountHERO_HEAL_AMOUNT30
HealingDelay10001,000
StartHealingDelayHERO_HEAL_DELAY15,000
HealOnlyIfNotInCombatYes—
Source definitiondata/ini/object/evilfaction/units/isengard/lurtz.ini:787

AutoHealBehavior ModuleTag_LurtzHealing

passive / conditional

Attribute Modifier Aura Update

Requires: Upgrade_ObjectLevel1

Effect values & implementation

AttributeModifierAuraUpdate ModuleTag_LeadershipUpdateLvl1

PropertyGame valueResolved value
StartsActiveNo—
BonusNameLurtzLeadershipLvl1—
TriggeredByUpgrade_ObjectLevel1—
ConflictsWithUpgrade_ObjectLevel4—
RefreshDelay20002,000
Range200200
ObjectFilterNONE +IsengardOrcFighter_WotR +IsengardFighter +IsengardBeserker +IsengardPikeman +IsengardScout +IsengardUrukCrossbow +UrukShieldbearer +IsengardFighter_BuildMeAnArmy +IsengardUrukAxes +IsengardUrukArcher—
Source definitiondata/ini/object/evilfaction/units/isengard/lurtz.ini:876

AttributeModifierAuraUpdate ModuleTag_LeadershipUpdateLvl1

passive / conditional

Attribute Modifier Aura Update

Requires: Upgrade_ObjectLevel4

Effect values & implementation

AttributeModifierAuraUpdate ModuleTag_LeadershipUpdate

PropertyGame valueResolved value
StartsActiveNo—
BonusNameHaldirLeadership—
TriggeredByUpgrade_ObjectLevel4—
RefreshDelay20002,000
Range200200
ObjectFilterNONE +IsengardOrcFighter_WotR +IsengardFighter +IsengardBeserker +IsengardPikeman +IsengardScout +IsengardUrukCrossbow +UrukShieldbearer +IsengardFighter_BuildMeAnArmy +IsengardUrukAxes +IsengardUrukArcher—
Source definitiondata/ini/object/evilfaction/units/isengard/lurtz.ini:889

AttributeModifierAuraUpdate ModuleTag_LeadershipUpdate

passive / conditional

Attribute Modifier Upgrade

Requires: Upgrade_ObjectLevel10

Effect values & implementation

AttributeModifierUpgrade ModuleTag_Level10Bonus

PropertyGame valueResolved value
TriggeredByUpgrade_ObjectLevel10—
AttributeModifierLurtzUrukChief—

LurtzUrukChief

PropertyGame valueResolved value
CategorySPELL—
ModifierARMOR 33%—
Duration00
Source definitiondata/ini/object/evilfaction/units/isengard/lurtz.ini:944

AttributeModifierUpgrade ModuleTag_Level10Bonus

Battalion composition & progression

Member templateCountHealth each
IsengardLurtz12,400
Experience and level upgrades (10)
Level definitionXP requirementUpgrades / modifiers
LurtzLevel11Upgrade_ObjectLevel1
LurtzLevel295Upgrade_ObjectLevel2 HeroLevelUpDamage1
LurtzLevel3215Upgrade_ObjectLevel3 HeroLevelUpDamage2
LurtzLevel4355Upgrade_ObjectLevel4 HeroLevelUpDamage3
LurtzLevel5515Upgrade_ObjectLevel5 HeroLevelUpDamage4
LurtzLevel6695Upgrade_ObjectLevel6 HeroLevelUpDamage5
LurtzLevel7895Upgrade_ObjectLevel7 HeroLevelUpDamage6
LurtzLevel81,115Upgrade_ObjectLevel8 HeroLevelUpDamage7
LurtzLevel91,355Upgrade_ObjectLevel9 HeroLevelUpDamage8
LurtzLevel101,615Upgrade_ObjectLevel10 HeroLevelUpDamage9 LurtzPassiveOutlawLeadership
JOINING THE ARMY

Where to recruit

FactionBuildingUnlock requirementsPath
IsengardFortressNo additional upgrade gate recorded
Trace

Fortress hero roster

Source definitiondata/ini/playertemplate.ini:973

FactionIsengard

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/isengard/lurtz.ini:3

IsengardLurtz