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
MordorArcherBow · IsengardOrcArcher
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.1,000 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
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.370Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.1,000 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
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.666 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.1,700 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
4
0
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
AttackRange
STANDARD_MELEE_ATTACK_RANGE
11.5
MeleeWeapon
Yes
—
FireFX
FX_RohanArcherBowWeaponFlaming
—
DelayBetweenShots
1700
1,700
PreAttackDelay
666
666
PreAttackType
PER_SHOT
—
FiringDuration
1000
1,000
Source definitiondata/ini/weapon.ini:38255
MordorArcherBowMelee
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
MordorArcherArmor · IsengardOrcArcher
Damage type
Received
DEFAULT
110%
SLASH
170%
PIERCE
90%
SPECIALIST
165%
CRUSH
200%
SIEGE
50%
FLAME
50%
FROST
50%
MAGIC
50%
HERO
200%
HERO_RANGED
200%
CAVALRY
200%
STRUCTURAL
50%
POISON
85%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:3682
MordorArcherArmor
player upgrade
MordorArcherHeavyArmor · IsengardOrcArcher
Damage type
Received
DEFAULT
60%
SLASH
110%
PIERCE
60%
SPECIALIST
120%
CRUSH
100%
SIEGE
50%
FLAME
50%
FROST
50%
MAGIC
50%
HERO
100%
HERO_RANGED
100%
CAVALRY
140%
STRUCTURAL
25%
POISON
45%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:3718
MordorArcherHeavyArmor
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
Fire Arrows (C)
Upgrades this horde with Fire Arrows
Significantly increases the damage done by arrows
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.