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
MouthOfSauronSword · MordorMouthOfSauron
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.1,000 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
250
7
No upgrade gate specified
HERO
70
Unknown
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
MOUTH_OF_SAURON_DELAYBETWEENSHOTS
1,000
PreAttackDelay
MOUTH_OF_SAURON_PREATTACKDELAY
500
PreAttackType
PER_SHOT
—
FiringDuration
MOUTH_OF_SAURON_FIRINGDURATION
1,000
RadiusDamageAffects
ENEMIES NEUTRALS NOT_SIMILAR
—
Source definitiondata/ini/weapon.ini:18112
MouthOfSauronSword
mounted
PRIMARY
MouthOfSauronSwordMounted · MordorMouthOfSauron
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.1,000 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
250
7
No upgrade gate specified
HERO
50
Unknown
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
MOUTH_OF_SAURON_DELAYBETWEENSHOTS
1,000
PreAttackDelay
MOUTH_OF_SAURON_PREATTACKDELAY
500
PreAttackType
PER_SHOT
—
FiringDuration
MOUTH_OF_SAURON_FIRINGDURATION
1,000
RadiusDamageAffects
ENEMIES NEUTRALS NOT_SIMILAR
—
Source definitiondata/ini/weapon.ini:18141
MouthOfSauronSwordMounted
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
ToughHeroArmor · MordorMouthOfSauron
Damage type
Received
DEFAULT
15%
SLASH
20%
PIERCE
15%
SPECIALIST
30%
CRUSH
35%
CAVALRY
15%
SIEGE
25%
FLAME
20%
FROST
20%
MAGIC
25%
HERO
65%
HERO_RANGED
50%
POISON
50%
STRUCTURAL
40%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:364
ToughHeroArmor
mounted
ResilientHeroArmor · MordorMouthOfSauron
Damage type
Received
DEFAULT
25%
SLASH
25%
PIERCE
15%
SPECIALIST
60%
CRUSH
30%
CAVALRY
25%
SIEGE
50%
FLAME
30%
FROST
30%
MAGIC
40%
HERO
50%
HERO_RANGED
50%
POISON
50%
STRUCTURAL
50%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:522
ResilientHeroArmor
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.
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.