Uruk-hai Scouts
Archer · 12 SOLDIERS

Uruk-hai Scouts

Strong vs. Infantry and Pikemen Saruman sent forth a legion of scouts to track down the Ringbearer and bring back his prize.

Compare this unit ⇄
Cost375
Health / soldier300
Health / full battalion3,600
Attack range320
Movement speed60
Command points60

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

IsengardScoutBow · IsengardScout

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
PIERCE550No 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—
HitPercentage8686
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:63872

IsengardScoutBow

contained weaponset toggle 1

PRIMARY

IsengardScoutBow · IsengardScout

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
PIERCE550No 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—
HitPercentage8686
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:63872

IsengardScoutBow

contained weaponset toggle 2

PRIMARY

IsengardScoutHuntingArrows · IsengardScout

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
PIERCE550No 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:63916

IsengardScoutHuntingArrows

contained

PRIMARY

IsengardScoutBow · IsengardScout

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
PIERCE550No 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—
HitPercentage8686
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:63872

IsengardScoutBow

weaponset toggle 1 close range

PRIMARY

IsengardScoutSword · IsengardScout

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
11.5
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
1,200 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.
1,200 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
SLASH600No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
LeechRangeWeaponYes—
AttackRangeSTANDARD_MELEE_ATTACK_RANGE11.5
MeleeWeaponYes—
DelayBetweenShotsISENGARD_URUKFIGHTER_DELAYBETWEENSHOTS1,200
PreAttackDelayISENGARD_URUKFIGHTER_PREATTACKDELAY1,200
PreAttackTypePER_SHOT—
FiringDurationISENGARD_URUKFIGHTER_FIRINGDURATION1,200
FireFXFX_GondorSwordHit—
FireFlankFXFX_Flanking—
Source definitiondata/ini/weapon.ini:63964

IsengardScoutSword

weaponset toggle 2 close range

PRIMARY

IsengardScoutHuntingArrows · IsengardScout

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
PIERCE550No 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:63916

IsengardScoutHuntingArrows

weaponset toggle 2 close range

SECONDARY

IsenguardLurtzBowMelee · IsengardScout

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

close range

PRIMARY

IsengardScoutBow · IsengardScout

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
PIERCE550No 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—
HitPercentage8686
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:63872

IsengardScoutBow

close range

SECONDARY

IsenguardLurtzBowMelee · IsengardScout

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

IsengardScoutSword · IsengardScout

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
11.5
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
1,200 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.
1,200 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
SLASH600No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
LeechRangeWeaponYes—
AttackRangeSTANDARD_MELEE_ATTACK_RANGE11.5
MeleeWeaponYes—
DelayBetweenShotsISENGARD_URUKFIGHTER_DELAYBETWEENSHOTS1,200
PreAttackDelayISENGARD_URUKFIGHTER_PREATTACKDELAY1,200
PreAttackTypePER_SHOT—
FiringDurationISENGARD_URUKFIGHTER_FIRINGDURATION1,200
FireFXFX_GondorSwordHit—
FireFlankFXFX_Flanking—
Source definitiondata/ini/weapon.ini:63964

IsengardScoutSword

weaponset toggle 2

PRIMARY

IsengardScoutHuntingArrows · IsengardScout

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
PIERCE550No 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:63916

IsengardScoutHuntingArrows

weaponset hero mode

PRIMARY

IsengardScoutBow · IsengardScout

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
PIERCE550No 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—
HitPercentage8686
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:63872

IsengardScoutBow

weaponset hero mode close range

PRIMARY

IsengardScoutBow · IsengardScout

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
PIERCE550No 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—
HitPercentage8686
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:63872

IsengardScoutBow

weaponset hero mode close range

SECONDARY

IsenguardLurtzBowMelee · IsengardScout

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

IsengardScoutSword · IsengardScout

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
11.5
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
1,200 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.
1,200 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
SLASH600No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
LeechRangeWeaponYes—
AttackRangeSTANDARD_MELEE_ATTACK_RANGE11.5
MeleeWeaponYes—
DelayBetweenShotsISENGARD_URUKFIGHTER_DELAYBETWEENSHOTS1,200
PreAttackDelayISENGARD_URUKFIGHTER_PREATTACKDELAY1,200
PreAttackTypePER_SHOT—
FiringDurationISENGARD_URUKFIGHTER_FIRINGDURATION1,200
FireFXFX_GondorSwordHit—
FireFlankFXFX_Flanking—
Source definitiondata/ini/weapon.ini:63964

IsengardScoutSword

weaponset hero mode weaponset toggle 1 close range

PRIMARY

IsengardScoutSword · IsengardScout

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
11.5
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
1,200 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.
1,200 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
SLASH600No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
LeechRangeWeaponYes—
AttackRangeSTANDARD_MELEE_ATTACK_RANGE11.5
MeleeWeaponYes—
DelayBetweenShotsISENGARD_URUKFIGHTER_DELAYBETWEENSHOTS1,200
PreAttackDelayISENGARD_URUKFIGHTER_PREATTACKDELAY1,200
PreAttackTypePER_SHOT—
FiringDurationISENGARD_URUKFIGHTER_FIRINGDURATION1,200
FireFXFX_GondorSwordHit—
FireFlankFXFX_Flanking—
Source definitiondata/ini/weapon.ini:63964

IsengardScoutSword

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

UrukScoutArcherArmor · IsengardScout

Damage typeReceived
DEFAULT80%
SLASH100%
PIERCE90%
SPECIALIST55%
CAVALRY150%
CRUSH260%
SIEGE100%
FLAME100%
FROST100%
MAGIC100%
HERO200%
HERO_RANGED200%
STRUCTURAL50%
UNDEFINED1%
Source definitiondata/ini/armor.ini:3306

UrukScoutArcherArmor

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:1984

Command_ToggleUrukScoutWeapon

active

Command_IsengardScoutBloodThirstyFerocity

Requires Level 3 Bloodlust grants Uruk-hai +25% damage Passive ability

Effect values & implementation
PropertyGame valueResolved value
EnumSPECIAL_GENERAL_TARGETLESS—
Source definitiondata/ini/commandbutton.ini:17091

Command_IsengardScoutBloodThirstyFerocity

active

Hunting Arrows (T)

Requires Level 3 For 20 seconds, Uruk-hai Scouts' arrows slow targets by 33% for 5 seconds Can only be used with bows equipped Left click to activate

Cooldown 90s
Effect values & implementation
PropertyGame valueResolved value
EnumSPECIAL_GENERAL_TARGETLESS—
ReloadTime9000090,000
Source definitiondata/ini/commandbutton.ini:49019

Command_SpecialAbilityUrukScoutHuntingArrows

upgrade / mode

Purchase Banners of the White Hand (V)

Increases this horde to Level 2 Can only be equipped at Level 1

Requires: Upgrade_TechnologyIsengardBasicTraining

Effect values & implementation
Source definitiondata/ini/commandbutton.ini:25841

Command_PurchaseUpgradeIsengardBasicTraining

active

Capture Building

Take control of targeted structure

Cooldown 0s
Effect values & implementation
PropertyGame valueResolved value
EnumSPECIAL_INFANTRY_CAPTURE_BUILDING—
ReloadTime00
UnitSpecificSoundToUseAsInitiateIntendToDoVoiceVoiceInitiateCaptureBuilding—
UnitSpecificSoundToUseAsEnterStateInitiateIntendToDoVoiceVoiceEnterStateInitiateCaptureBuilding—
EvaEventToPlayOnSuccessBuildingCaptured—
Source definitiondata/ini/commandbutton.ini:29432

Command_CaptureBuilding

passive / conditional

Attribute Modifier Upgrade

Requires: Upgrade_ObjectLevel3

Effect values & implementation

AttributeModifierUpgrade ModuleTag_BloodThirstyFerocity

PropertyGame valueResolved value
TriggeredByUpgrade_ObjectLevel3—
AttributeModifierBloodThirstyFerocity—

BloodThirstyFerocity

PropertyGame valueResolved value
CategoryWEAPON—
ModifierDAMAGE_MULT 125%—
Duration00
Source definitiondata/ini/object/evilfaction/units/isengard/isengardscoutnew.ini:1015

AttributeModifierUpgrade ModuleTag_BloodThirstyFerocity

passive / conditional

Weapon Set Upgrade

Requires: Upgrade_IsengardForgedBlades

Effect values & implementation

WeaponSetUpgrade WeaponSetUpgradeModuleTag

PropertyGame valueResolved value
TriggeredByUpgrade_IsengardForgedBlades—
Source definitiondata/ini/object/evilfaction/units/isengard/isengardscoutnew.ini:1063

WeaponSetUpgrade WeaponSetUpgradeModuleTag

passive / conditional

Sub Objects Upgrade

Requires: Upgrade_IsengardForgedBlades

Effect values & implementation

SubObjectsUpgrade ForgedBlades_Upgrade

PropertyGame valueResolved value
TriggeredByUpgrade_IsengardForgedBlades—
ShowSubObjectsForged_Blade—
Source definitiondata/ini/object/evilfaction/units/isengard/isengardscoutnew.ini:1067

SubObjectsUpgrade ForgedBlades_Upgrade

Battalion composition & progression

Member templateCountHealth each
IsengardScout12300
Experience and level upgrades (5)
Level definitionXP requirementUpgrades / modifiers
EvilLevel11Upgrade_ObjectLevel1
EvilLevel250Upgrade_ObjectLevel2 EvilTroopBonusRank2
EvilLevel3100Upgrade_ObjectLevel3 EvilTroopBonusRank3
EvilLevel4150Upgrade_ObjectLevel4 EvilTroopBonusRank4
EvilLevel5200Upgrade_ObjectLevel5 EvilTroopBonusRank5
JOINING THE ARMY

Where to recruit

FactionBuildingUnlock requirementsPath
IsengardFortressNo additional upgrade gate recorded
Trace

Starting builder → IsengardPorter → IsengardUrukPit → IsengardUrukPitCommandSetLevel1 → Command_ConstructIsengardScoutHorde

Source definitiondata/ini/commandbutton.ini:17028

Command_ConstructIsengardScoutHorde

IsengardFortressUpgrade_IsengardUrukPitLevel2
Trace

Starting builder → IsengardPorter → IsengardUrukPit → IsengardUrukPitCommandSetLevel2 → Command_ConstructIsengardScoutHorde

Source definitiondata/ini/commandbutton.ini:17028

Command_ConstructIsengardScoutHorde

IsengardFortressUpgrade_IsengardUrukPitLevel3
Trace

Starting builder → IsengardPorter → IsengardUrukPit → IsengardUrukPitCommandSetLevel3 → Command_ConstructIsengardScoutHorde

Source definitiondata/ini/commandbutton.ini:17028

Command_ConstructIsengardScoutHorde

IsengardFortressUpgrade_CanTaunt
Trace

Starting builder → IsengardPorter → IsengardUrukPit → IsengardUrukPitCommandSetLevel1_Focus_WOTR → Command_ConstructIsengardScoutHorde

Source definitiondata/ini/commandbutton.ini:17028

Command_ConstructIsengardScoutHorde

IsengardFortressUpgrade_CanTaunt, Upgrade_IsengardUrukPitLevel2
Trace

Starting builder → IsengardPorter → IsengardUrukPit → IsengardUrukPitCommandSetLevel2_Focus_WOTR → Command_ConstructIsengardScoutHorde

Source definitiondata/ini/commandbutton.ini:17028

Command_ConstructIsengardScoutHorde

IsengardFortressUpgrade_CanTaunt, Upgrade_IsengardUrukPitLevel3
Trace

Starting builder → IsengardPorter → IsengardUrukPit → IsengardUrukPitCommandSetLevel3_Focus_WOTR → Command_ConstructIsengardScoutHorde

Source definitiondata/ini/commandbutton.ini:17028

Command_ConstructIsengardScoutHorde

IsengardFortressUpgrade_IsengardUrukPitLevel2
Trace

Starting builder → IsengardPorter → IsengardUrukPit → IsengardUrukPit → IsengardUrukPitCommandSetLevel1 → Command_ConstructIsengardScoutHorde

Source definitiondata/ini/commandbutton.ini:17028

Command_ConstructIsengardScoutHorde

IsengardFortressUpgrade_IsengardUrukPitLevel2
Trace

Starting builder → IsengardPorter → IsengardUrukPit → IsengardUrukPit → IsengardUrukPitCommandSetLevel2 → Command_ConstructIsengardScoutHorde

Source definitiondata/ini/commandbutton.ini:17028

Command_ConstructIsengardScoutHorde

IsengardFortressUpgrade_IsengardUrukPitLevel2, Upgrade_IsengardUrukPitLevel3
Trace

Starting builder → IsengardPorter → IsengardUrukPit → IsengardUrukPit → IsengardUrukPitCommandSetLevel3 → Command_ConstructIsengardScoutHorde

Source definitiondata/ini/commandbutton.ini:17028

Command_ConstructIsengardScoutHorde

IsengardFortressUpgrade_CanTaunt, Upgrade_IsengardUrukPitLevel2
Trace

Starting builder → IsengardPorter → IsengardUrukPit → IsengardUrukPit → IsengardUrukPitCommandSetLevel1_Focus_WOTR → Command_ConstructIsengardScoutHorde

Source definitiondata/ini/commandbutton.ini:17028

Command_ConstructIsengardScoutHorde

IsengardFortressUpgrade_CanTaunt, Upgrade_IsengardUrukPitLevel2
Trace

Starting builder → IsengardPorter → IsengardUrukPit → IsengardUrukPit → IsengardUrukPitCommandSetLevel2_Focus_WOTR → Command_ConstructIsengardScoutHorde

Source definitiondata/ini/commandbutton.ini:17028

Command_ConstructIsengardScoutHorde

IsengardFortressUpgrade_CanTaunt, Upgrade_IsengardUrukPitLevel2, Upgrade_IsengardUrukPitLevel3
Trace

Starting builder → IsengardPorter → IsengardUrukPit → IsengardUrukPit → IsengardUrukPitCommandSetLevel3_Focus_WOTR → Command_ConstructIsengardScoutHorde

Source definitiondata/ini/commandbutton.ini:17028

Command_ConstructIsengardScoutHorde

IsengardFortressUpgrade_CanTaunt
Trace

Starting builder → IsengardPorter → IsengardUrukPit → IsengardUrukPit → IsengardUrukPitCommandSetLevel1 → Command_ConstructIsengardScoutHorde

Source definitiondata/ini/commandbutton.ini:17028

Command_ConstructIsengardScoutHorde

IsengardFortressUpgrade_CanTaunt, Upgrade_IsengardUrukPitLevel2
Trace

Starting builder → IsengardPorter → IsengardUrukPit → IsengardUrukPit → IsengardUrukPitCommandSetLevel2 → Command_ConstructIsengardScoutHorde

Source definitiondata/ini/commandbutton.ini:17028

Command_ConstructIsengardScoutHorde

IsengardFortressUpgrade_CanTaunt, Upgrade_IsengardUrukPitLevel3
Trace

Starting builder → IsengardPorter → IsengardUrukPit → IsengardUrukPit → IsengardUrukPitCommandSetLevel3 → Command_ConstructIsengardScoutHorde

Source definitiondata/ini/commandbutton.ini:17028

Command_ConstructIsengardScoutHorde

IsengardFortressUpgrade_CanTaunt
Trace

Starting builder → IsengardPorter → IsengardUrukPit → IsengardUrukPit → IsengardUrukPitCommandSetLevel1_Focus_WOTR → Command_ConstructIsengardScoutHorde

Source definitiondata/ini/commandbutton.ini:17028

Command_ConstructIsengardScoutHorde

IsengardFortressUpgrade_CanTaunt, Upgrade_IsengardUrukPitLevel3
Trace

Starting builder → IsengardPorter → IsengardUrukPit → IsengardUrukPit → IsengardUrukPitCommandSetLevel3_Focus_WOTR → Command_ConstructIsengardScoutHorde

Source definitiondata/ini/commandbutton.ini:17028

Command_ConstructIsengardScoutHorde

IsengardFortressUpgrade_CanTaunt, Upgrade_IsengardUrukPitLevel2
Trace

Starting builder → IsengardPorter → IsengardUrukPit → IsengardUrukPit → IsengardUrukPitCommandSetLevel1 → Command_ConstructIsengardScoutHorde

Source definitiondata/ini/commandbutton.ini:17028

Command_ConstructIsengardScoutHorde

IsengardFortressUpgrade_CanTaunt, Upgrade_IsengardUrukPitLevel2, Upgrade_IsengardUrukPitLevel3
Trace

Starting builder → IsengardPorter → IsengardUrukPit → IsengardUrukPit → IsengardUrukPitCommandSetLevel3 → Command_ConstructIsengardScoutHorde

Source definitiondata/ini/commandbutton.ini:17028

Command_ConstructIsengardScoutHorde

White HandFortressUpgrade_CanTaunt
Trace

Starting builder → IsengardPorter → IsengardUrukPit → IsengardUrukPitCommandSetLevel1_Focus_WOTR → Command_ConstructIsengardScoutHorde

Source definitiondata/ini/commandbutton.ini:17028

Command_ConstructIsengardScoutHorde

White HandFortressUpgrade_CanTaunt, Upgrade_IsengardUrukPitLevel2
Trace

Starting builder → IsengardPorter → IsengardUrukPit → IsengardUrukPitCommandSetLevel2_Focus_WOTR → Command_ConstructIsengardScoutHorde

Source definitiondata/ini/commandbutton.ini:17028

Command_ConstructIsengardScoutHorde

White HandFortressUpgrade_CanTaunt, Upgrade_IsengardUrukPitLevel3
Trace

Starting builder → IsengardPorter → IsengardUrukPit → IsengardUrukPitCommandSetLevel3_Focus_WOTR → Command_ConstructIsengardScoutHorde

Source definitiondata/ini/commandbutton.ini:17028

Command_ConstructIsengardScoutHorde

White HandFortressUpgrade_CanTaunt, Upgrade_IsengardUrukPitLevel2
Trace

Starting builder → IsengardPorter → IsengardUrukPit → IsengardUrukPit → IsengardUrukPitCommandSetLevel1_Focus_WOTR → Command_ConstructIsengardScoutHorde

Source definitiondata/ini/commandbutton.ini:17028

Command_ConstructIsengardScoutHorde

White HandFortressUpgrade_CanTaunt, Upgrade_IsengardUrukPitLevel2
Trace

Starting builder → IsengardPorter → IsengardUrukPit → IsengardUrukPit → IsengardUrukPitCommandSetLevel2_Focus_WOTR → Command_ConstructIsengardScoutHorde

Source definitiondata/ini/commandbutton.ini:17028

Command_ConstructIsengardScoutHorde

White HandFortressUpgrade_CanTaunt, Upgrade_IsengardUrukPitLevel2, Upgrade_IsengardUrukPitLevel3
Trace

Starting builder → IsengardPorter → IsengardUrukPit → IsengardUrukPit → IsengardUrukPitCommandSetLevel3_Focus_WOTR → Command_ConstructIsengardScoutHorde

Source definitiondata/ini/commandbutton.ini:17028

Command_ConstructIsengardScoutHorde

White HandFortressUpgrade_CanTaunt
Trace

Starting builder → IsengardPorter → IsengardUrukPit → IsengardUrukPit → IsengardUrukPitCommandSetLevel1_Focus_WOTR → Command_ConstructIsengardScoutHorde

Source definitiondata/ini/commandbutton.ini:17028

Command_ConstructIsengardScoutHorde

White HandFortressUpgrade_CanTaunt, Upgrade_IsengardUrukPitLevel3
Trace

Starting builder → IsengardPorter → IsengardUrukPit → IsengardUrukPit → IsengardUrukPitCommandSetLevel3_Focus_WOTR → Command_ConstructIsengardScoutHorde

Source definitiondata/ini/commandbutton.ini:17028

Command_ConstructIsengardScoutHorde

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/hordes/isengard/isengardscouthorde.ini:3

IsengardScoutHorde