Strong vs. Pikemen
Tasked with the special protection of the Master of Lake-town, these privileged sentries are granted authority and luxury that few civilians can afford.
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
LaketownSword · LaketownGuard
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.400 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.1,200 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
100
0
Without Upgrade_DwarvenForgedBlades
SLASH
200
0
Requires Upgrade_DwarvenForgedBlades
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
AttackRange
STANDARD_MELEE_ATTACK_RANGE
11.5
MeleeWeapon
Yes
—
DelayBetweenShots
ANGMAR_SWORD_DELAYBETWEENSHOTS
1,200
PreAttackDelay
ANGMAR_SWORD_PREATTACKDELAY
400
PreAttackType
PER_SHOT
—
FireFX
FX_GondorSwordHit
—
FireFlankFX
FX_Flanking
—
FiringDuration
ANGMAR_SWORD_FIRINGDURATION
800
Source definitiondata/ini/weapon.ini:24310
LaketownSword
player upgrade
PRIMARY
LaketownSword · LaketownGuard
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.400 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.1,200 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
100
0
Without Upgrade_DwarvenForgedBlades
SLASH
200
0
Requires Upgrade_DwarvenForgedBlades
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
AttackRange
STANDARD_MELEE_ATTACK_RANGE
11.5
MeleeWeapon
Yes
—
DelayBetweenShots
ANGMAR_SWORD_DELAYBETWEENSHOTS
1,200
PreAttackDelay
ANGMAR_SWORD_PREATTACKDELAY
400
PreAttackType
PER_SHOT
—
FireFX
FX_GondorSwordHit
—
FireFlankFX
FX_Flanking
—
FiringDuration
ANGMAR_SWORD_FIRINGDURATION
800
Source definitiondata/ini/weapon.ini:24310
LaketownSword
player upgrade
SECONDARY
LaketownSwordAncientStatute · LaketownGuard
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.400 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.1,200 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
100
0
Without Upgrade_DwarvenForgedBlades
SLASH
200
0
Requires Upgrade_DwarvenForgedBlades
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
AttackRange
STANDARD_MELEE_ATTACK_RANGE
11.5
MeleeWeapon
Yes
—
DelayBetweenShots
ANGMAR_SWORD_DELAYBETWEENSHOTS
1,200
PreAttackDelay
ANGMAR_SWORD_PREATTACKDELAY
400
PreAttackType
PER_SHOT
—
FireFX
FX_MasterStatuteStealMoney
—
FireFlankFX
FX_Flanking
—
FiringDuration
ANGMAR_SWORD_FIRINGDURATION
800
Source definitiondata/ini/weapon.ini:24341
LaketownSwordAncientStatute
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
DaleSoldierArmor · LaketownGuard
Damage type
Received
DEFAULT
76%
SLASH
76%
PIERCE
67%
SPECIALIST
28%
CRUSH
180%
SIEGE
100%
FLAME
80%
FROST
50%
MAGIC
100%
HERO
200%
HERO_RANGED
200%
CAVALRY
133%
STRUCTURAL
50%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:1295
DaleSoldierArmor
player upgrade
DaleSoldierHeavyArmor · LaketownGuard
Damage type
Received
DEFAULT
38%
SLASH
38%
PIERCE
33%
SPECIALIST
14%
CRUSH
110%
SIEGE
50%
FLAME
40%
FROST
25%
MAGIC
50%
HERO
100%
HERO_RANGED
100%
CAVALRY
66%
STRUCTURAL
25%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:1312
DaleSoldierHeavyArmor
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
Stop Right There! (W)
Requires Level 2
Enemy units within the radius deal -33% damage and are slowed by 20% for 30 seconds
Left click on icon then left click on target battalion
Requires Level 3
Enemy units within the radius deal -33% damage and are slowed by 20% for 30 seconds
Left click on icon then left click on target battalion
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.