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
UglukWeapon · IsengardUgluk_WhiteHand
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
Damage type
Damage / hit
Splash radius
Conditions
HERO
200
0
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
AttackRange
15.0
15
MeleeWeapon
Yes
—
DelayBetweenShots
LURTZ_DELAYBETWEENSHOTS
960
PreAttackDelay
LURTZ_PREATTACKDELAY
640
PreAttackType
PER_SHOT
—
FiringDuration
LURTZ_FIRINGDURATION
960
FireFX
FX_GondorSwordHit
—
Source definitiondata/ini/weapon.ini:64485
UglukWeapon
weaponset hero mode
PRIMARY
UglukWeaponHeadHunt · IsengardUgluk_WhiteHand
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
Damage type
Damage / hit
Splash radius
Conditions
HERO
200
0
No upgrade gate specified
HERO
200
0
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
AttackRange
15.0
15
MeleeWeapon
Yes
—
DelayBetweenShots
LURTZ_DELAYBETWEENSHOTS
960
PreAttackDelay
LURTZ_PREATTACKDELAY
640
PreAttackType
PER_SHOT
—
FiringDuration
LURTZ_FIRINGDURATION
960
FireFX
FX_GondorSwordHit
—
Source definitiondata/ini/weapon.ini:64503
UglukWeaponHeadHunt
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 · IsengardUgluk_WhiteHand
Damage type
Received
DEFAULT
25%
SLASH
40%
PIERCE
20%
SPECIALIST
30%
CRUSH
50%
CAVALRY
25%
SIEGE
50%
FLAME
25%
FROST
25%
MAGIC
35%
HERO
75%
HERO_RANGED
75%
POISON
50%
STRUCTURAL
50%
UNDEFINED
1%
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.
active
Orcish Medicine (W)
Heals nearby friendly heroes and Uruk-hai units
Left click to activate
Requires Level 3
Modifier Type: Spell
Uglúk, nearby infantry and heroes gain a 15% speed bonus, a 50% experience bonus and resistance to fear and terror for 20 seconds
Left click to activate
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.