Base statistics · Build time: 40s · 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
TaurielBow · MirkwoodTauriel
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.1,100 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
Damage type
Damage / hit
Splash radius
Conditions
HERO_RANGED
130
0
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
AttackRange
FARAMIR_BOW_RANGE
350
RangeBonusMinHeight
30
30
RangeBonus
1
1
RangeBonusPerFoot
#MULTIPLY( FARAMIR_BOW_RANGE .003 )
1.05
LeechRangeWeapon
Yes
—
WeaponSpeed
321
321
MinWeaponSpeed
241
241
MaxWeaponSpeed
481
481
FireFX
FX_RohanArcherBowWeapon
—
ScaleWeaponSpeed
Yes
—
HitPercentage
100
100
ScatterRadius
5.0
5
AcceptableAimDelta
20
20
DelayBetweenShots
LEGOLAS_DELAYBETWEENSHOTS
0
PreAttackDelay
1100
1,100
PreAttackType
PER_POSITION
—
FiringDuration
LEGOLAS_FIRINGDURATION
0
ClipSize
1
1
AutoReloadsClip
Yes
—
AutoReloadWhenIdle
1
1
ClipReloadTime
Min:1300 Max:1300
—
ContinuousFireOne
0
0
ContinuousFireCoast
1300
1,300
AntiAirborneVehicle
Yes
—
AntiAirborneMonster
Yes
—
CanFireWhileMoving
Yes
—
Source definitiondata/ini/weapon.ini:1547
TaurielBow
weaponset toggle 1
PRIMARY
TaurielSword · MirkwoodTauriel
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.20Pre-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.500 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
125
15
No upgrade gate specified
HERO
75
Unknown
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
AttackRange
20.0
20
MeleeWeapon
Yes
—
DelayBetweenShots
LEGOLAS_KNIFE_DELAYBETWEENSHOTS
500
PreAttackDelay
LEGOLAS_KNIFE_PREATTACKDELAY
500
PreAttackType
PER_SHOT
—
FireFX
FX_GondorSwordHit
—
FiringDuration
LEGOLAS_KNIFE_FIRINGDURATION
500
RadiusDamageAffects
ENEMIES NEUTRALS NOT_SIMILAR
—
Source definitiondata/ini/weapon.ini:1658
TaurielSword
contained
PRIMARY
TaurielBow · MirkwoodTauriel
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.1,100 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
Damage type
Damage / hit
Splash radius
Conditions
HERO_RANGED
130
0
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
AttackRange
FARAMIR_BOW_RANGE
350
RangeBonusMinHeight
30
30
RangeBonus
1
1
RangeBonusPerFoot
#MULTIPLY( FARAMIR_BOW_RANGE .003 )
1.05
LeechRangeWeapon
Yes
—
WeaponSpeed
321
321
MinWeaponSpeed
241
241
MaxWeaponSpeed
481
481
FireFX
FX_RohanArcherBowWeapon
—
ScaleWeaponSpeed
Yes
—
HitPercentage
100
100
ScatterRadius
5.0
5
AcceptableAimDelta
20
20
DelayBetweenShots
LEGOLAS_DELAYBETWEENSHOTS
0
PreAttackDelay
1100
1,100
PreAttackType
PER_POSITION
—
FiringDuration
LEGOLAS_FIRINGDURATION
0
ClipSize
1
1
AutoReloadsClip
Yes
—
AutoReloadWhenIdle
1
1
ClipReloadTime
Min:1300 Max:1300
—
ContinuousFireOne
0
0
ContinuousFireCoast
1300
1,300
AntiAirborneVehicle
Yes
—
AntiAirborneMonster
Yes
—
CanFireWhileMoving
Yes
—
Source definitiondata/ini/weapon.ini:1547
TaurielBow
weaponset toggle 1 contained
PRIMARY
TaurielBow · MirkwoodTauriel
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.1,100 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
Damage type
Damage / hit
Splash radius
Conditions
HERO_RANGED
130
0
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
AttackRange
FARAMIR_BOW_RANGE
350
RangeBonusMinHeight
30
30
RangeBonus
1
1
RangeBonusPerFoot
#MULTIPLY( FARAMIR_BOW_RANGE .003 )
1.05
LeechRangeWeapon
Yes
—
WeaponSpeed
321
321
MinWeaponSpeed
241
241
MaxWeaponSpeed
481
481
FireFX
FX_RohanArcherBowWeapon
—
ScaleWeaponSpeed
Yes
—
HitPercentage
100
100
ScatterRadius
5.0
5
AcceptableAimDelta
20
20
DelayBetweenShots
LEGOLAS_DELAYBETWEENSHOTS
0
PreAttackDelay
1100
1,100
PreAttackType
PER_POSITION
—
FiringDuration
LEGOLAS_FIRINGDURATION
0
ClipSize
1
1
AutoReloadsClip
Yes
—
AutoReloadWhenIdle
1
1
ClipReloadTime
Min:1300 Max:1300
—
ContinuousFireOne
0
0
ContinuousFireCoast
1300
1,300
AntiAirborneVehicle
Yes
—
AntiAirborneMonster
Yes
—
CanFireWhileMoving
Yes
—
Source definitiondata/ini/weapon.ini:1547
TaurielBow
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
TaurielArmor · MirkwoodTauriel
Damage type
Received
DEFAULT
20%
SLASH
50%
PIERCE
40%
SPECIALIST
60%
CRUSH
50%
CAVALRY
50%
SIEGE
55%
FLAME
25%
FROST
25%
MAGIC
35%
HERO
75%
HERO_RANGED
75%
POISON
50%
STRUCTURAL
50%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:296
TaurielArmor
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
Eyes and Ears (R)
Requires Level 3
Tauriel calls a group of stationary Silvan Rangers to defend targeted location
They are immobile, but remain stealthed when not attacking
Left click icon then left click on pathable location
Requires Level 8
Tauriel is able to disappear into the trees when she wishes
Tauriel teleports to target area
Left click icon then left click on pathable location
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.