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
PRIMARYIsenguardLurtzBow · IsengardLurtz
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 320Pre-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 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. 0 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
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:48497IsenguardLurtzBow
contained weaponset toggle 1
PRIMARYIsenguardLurtzBow · IsengardLurtz
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 320Pre-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 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. 0 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
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:48497IsenguardLurtzBow
contained
PRIMARYIsenguardLurtzBow · IsengardLurtz
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 320Pre-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 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. 0 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
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:48497IsenguardLurtzBow
weaponset toggle 1 close range
PRIMARYLurtzWeapon · IsengardLurtz
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 15Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 640 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. 960 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
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:47176LurtzWeapon
close range
PRIMARYIsenguardLurtzBow · IsengardLurtz
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 320Pre-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 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. 0 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
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:48497IsenguardLurtzBow
close range
SECONDARYIsenguardLurtzBowMelee · IsengardLurtz
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. 1,500 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. UnknownClip ⓘ
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
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:48528IsenguardLurtzBowMelee
weaponset toggle 1
PRIMARYLurtzWeapon · IsengardLurtz
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 15Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 640 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. 960 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
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:47176LurtzWeapon
weaponset hero mode
PRIMARYIsenguardLurtzBow · IsengardLurtz
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 320Pre-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 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. 0 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
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:48497IsenguardLurtzBow
weaponset hero mode close range
PRIMARYIsenguardLurtzBow · IsengardLurtz
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 320Pre-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 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. 0 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
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:48497IsenguardLurtzBow
weaponset hero mode close range
SECONDARYIsenguardLurtzBowMelee · IsengardLurtz
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. 1,500 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. UnknownClip ⓘ
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
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:48528IsenguardLurtzBowMelee
weaponset hero mode weaponset toggle 1
PRIMARYLurtzRelentlessWarriorWeapon · IsengardLurtz
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 15Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 640 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. 960 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
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:47213LurtzRelentlessWarriorWeapon
weaponset hero mode weaponset toggle 1 close range
PRIMARYLurtzRelentlessWarriorWeapon · IsengardLurtz
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 15Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 640 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. 960 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
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:47213LurtzRelentlessWarriorWeapon