Base statistics · Build time: 70s · 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
RogashWarMace · MordorMollok
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.633 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.1,367 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
200
30
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
AttackRange
STANDARD_MELEE_ATTACK_RANGE
11.5
MeleeWeapon
Yes
—
RadiusDamageAffects
ENEMIES
—
DelayBetweenShots
ROGASH_MACE_DELAYBETWEENSHOTS
1,367
PreAttackDelay
ROGASH_MACE_PREATTACKDELAY
633
PreAttackType
PER_SHOT
—
FireFX
FX_GondorSwordHit
—
FiringDuration
ROGASH_MACE_FIRINGDURATION
1,367
Source definitiondata/ini/weapon.ini:18484
RogashWarMace
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
MollokArmor · MordorMollok
Damage type
Received
DEFAULT
15%
SLASH
15%
PIERCE
29%
SPECIALIST
25%
CRUSH
30%
CAVALRY
15%
SIEGE
20%
FLAME
30%
FROST
20%
MAGIC
30%
HERO
40%
HERO_RANGED
30%
POISON
20%
STRUCTURAL
20%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:4423
MollokArmor
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
Leap (R)
Requires Level 4
Mollok jumps to a location causing
area-effect damage
Left click icon then left click on target area
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.