Requires Level 3 Siege Works and Gothmog
Extremely Strong vs. Structures
Can't cross bridges
This giant battering ram was named after the Hammer of the Underworld - Morgoth's weapon of choice. No gate can hope to stand against it.
Requires Level 3 Siege Works and the Witch-king
Extremely Strong vs. Structures
Can't cross bridges
This giant battering ram was named after the Hammer of the Underworld - Morgoth's weapon of choice. No gate can hope to stand against it.
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
MordorGrondRam · MordorGrond
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.5Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.3,000 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.5,500 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
SIEGE
2,500
5
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
CanFireWhileMoving
No
—
AttackRange
5.0
5
AntiStructure
Yes
—
AntiGround
No
—
MeleeWeapon
No
—
AcceptableAimDelta
20
20
DelayBetweenShots
5500
5,500
PreAttackDelay
3000
3,000
PreAttackType
PER_ATTACK
—
FiringDuration
4500
4,500
HoldAfterFiringDelay
3000
3,000
Source definitiondata/ini/weapon.ini:35616
MordorGrondRam
Base equipment
SECONDARY
MordorGrondRamBuilding · MordorGrond
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.40Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.3,000 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.5,500 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
SIEGE
2,500
5
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
CanFireWhileMoving
No
—
AttackRange
40.0
40
AntiStructure
Yes
—
AntiGround
No
—
MeleeWeapon
No
—
AcceptableAimDelta
20
20
DelayBetweenShots
5500
5,500
PreAttackDelay
3000
3,000
PreAttackType
PER_ATTACK
—
FiringDuration
4500
4,500
HoldAfterFiringDelay
3000
3,000
Source definitiondata/ini/weapon.ini:35639
MordorGrondRamBuilding
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
GrondArmor · MordorGrond
Damage type
Received
DEFAULT
35%
CRUSH
5%
SLASH
25%
PIERCE
15%
HERO
70%
HERO_RANGED
70%
SIEGE
75%
STRUCTURAL
25%
FLAME
40%
FROST
30%
MAGIC
50%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:5391
GrondArmor
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.
passive / conditional
Notify Targets Of Imminent Probable Crushing Update
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.