Strong vs. Cavalry and Heroes
Can stealth near trees
Fearing the strawheads' mastery of horsemanship, a horde of Dunlendings rarely lacked an abundance of spears.
Base statistics · Build time: 20s · 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
WildmanSpearmenWeapon · IsengardWildmanSpear
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.35Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.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.1,000 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.0
Damage type
Damage / hit
Splash radius
Conditions
SPECIALIST
40
Unknown
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
AttackRange
35.0
35
MeleeWeapon
Yes
—
DelayBetweenShots
ANGMAR_RHUDAURSPEAR_DELAYBETWEENSHOTS
1,000
ClipSize
INFINITE_CLIP_SIZE
0
PreAttackDelay
ANGMAR_RHUDAURSPEAR_PREATTACKDELAY
500
PreAttackType
PER_SHOT
—
FireFX
FX_GondorSwordHit
—
FireFlankFX
FX_Flanking
—
FiringDuration
ANGMAR_RHUDAURSPEAR_FIRINGDURATION
1,000
Source definitiondata/ini/weapon.ini:23739
WildmanSpearmenWeapon
weaponset toggle 1
PRIMARY
WildmanSpearmenWeapon · IsengardWildmanSpear
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.35Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.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.1,000 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.0
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.35Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.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.1,000 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.0
Damage type
Damage / hit
Splash radius
Conditions
SPECIALIST
40
Unknown
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
AttackRange
35.0
35
MeleeWeapon
Yes
—
DelayBetweenShots
ANGMAR_RHUDAURSPEAR_DELAYBETWEENSHOTS
1,000
ClipSize
INFINITE_CLIP_SIZE
0
PreAttackDelay
ANGMAR_RHUDAURSPEAR_PREATTACKDELAY
500
PreAttackType
PER_SHOT
—
FireFX
FX_GenericPillage
—
FireFlankFX
FX_Flanking
—
FiringDuration
ANGMAR_RHUDAURSPEAR_FIRINGDURATION
1,000
Source definitiondata/ini/weapon.ini:23764
WildmanSpearmenWeaponStructure
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
AngmarPikemenArmor · IsengardWildmanSpear
Damage type
Received
DEFAULT
110%
SLASH
160%
PIERCE
110%
SPECIALIST
110%
CRUSH
50%
SIEGE
100%
FLAME
100%
FROST
100%
MAGIC
100%
HERO
200%
HERO_RANGED
200%
STRUCTURAL
90%
CAVALRY
35%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:1397
AngmarPikemenArmor
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
Pillage
Requires Level 2
The Wildmen steal resources whenever dealing damage to enemy structures
Passive ability
Cooldown 120s
Requires: Upgrade_ObjectLevel2
Effect values & implementation
Property
Game value
Resolved value
Enum
SPECIAL_GENERAL_TARGETLESS
—
ReloadTime
120000
120,000
SpecialPowerModule ModuleTag_PillageStandin
Property
Game value
Resolved value
SpecialPowerTemplate
SpecialAbilityWildmanPillage
—
StartsPaused
No
—
UpdateModuleStartsAttack
No
—
Source definitiondata/ini/commandbutton.ini:351
Command_SpecialAbilityWildmanPillage
upgrade / mode
Purchase Blackened Plate (T)
Upgrades this horde with Blackened Plate
Significantly reduces the amount of damage taken
Requires Lies and Threats upgrade
Harondor Warlords can sacrifice members of their hordes for +10% speed and +15% damage
Lasts 30 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.