Base statistics · Build time: 60s · 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
FaramirBow · IthilienMadril
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.350Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.1,170 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.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.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
HERO
220
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_GondorSwordHit
—
DelayBetweenShots
FARAMIR_DELAYBETWEENSHOTS
700
PreAttackDelay
FARAMIR_PREATTACKDELAY
500
PreAttackType
PER_SHOT
—
FiringDuration
FARAMIR_FIRINGDURATION
700
Source definitiondata/ini/weapon.ini:23836
FaramirSword
contained
PRIMARY
FaramirBow · IthilienMadril
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.350Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.1,170 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.350Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.1,170 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
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
LegolasArmor · IthilienMadril
Damage type
Received
DEFAULT
20%
SLASH
25%
PIERCE
22%
SPECIALIST
25%
CRUSH
50%
CAVALRY
25%
SIEGE
55%
FLAME
25%
FROST
25%
MAGIC
35%
HERO
75%
HERO_RANGED
65%
POISON
50%
STRUCTURAL
50%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:262
LegolasArmor
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.
Requires Level 3
An experienced Ranger, Madril knows how best to execute a successful ambush upon his foes
Madril stuns nearby enemies for 5 seconds
Left click then left click target location
Cooldown 120s
Effect values & implementation
Property
Game value
Resolved value
Enum
SPECIAL_ARROW_STORM
—
ReloadTime
120000
120,000
RadiusCursorRadius
50.0
50
ViewObjectDuration
7500
7,500
ViewObjectRange
200
200
Flags
LIMIT_DISTANCE NO_FORBIDDEN_OBJECTS
—
ForbiddenObjectFilter
AOTR_NO_STRUCTURE_SUMMON_NEAR_OBJECT_FILTER
—
ForbiddenObjectRange
50
50
MaxCastRange
420
420
InitiateAtLocationSound
MasterAmbusherTrapSoundStartMS
—
UnpauseSpecialPowerUpgrade ModuleTag_StoneSkin1
Property
Game value
Resolved value
SpecialPowerTemplate
SpecialAbilityHuntingSnareMadril
—
TriggeredBy
Upgrade_ObjectLevel3
—
OCLSpecialPower ModuleTag_LorienTrapSpecialPower
Property
Game value
Resolved value
SpecialPowerTemplate
SpecialAbilityHuntingSnareMadril
—
OCL
OCL_MadrilTrap
—
CreateLocation
USE_SECONDARY_OBJECT_LOCATION
—
NearestSecondaryObjectFilter
NONE SAME_PLAYER +CASTLE_KEEP
—
AvailableAtStart
No
—
StartsPaused
Yes
—
Source definitiondata/ini/commandbutton.ini:67876
Command_SpecialAbilityMadrilAmbush
active
Strategist (C)
Requires Level 5
Madril guides allied units from one location on the battlefield to anywhere on the map
Does not work on siege units
Left click icon, then left click on target units, then left click on pathable location
Requires Level 8
Modifier Type: Spell
Madril suffers heavy damage while targeted allied hero becomes immune to damage for 10 seconds
Left click icon then left click on target hero
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.