Base statistics · Build time: 50s · 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
EvilMenBlackRiderSword · MordorUvatha
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
160
0
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
EVILMEN_BLACKRIDER_DELAYBETWEENSHOTS
1,000
PreAttackDelay
EVILMEN_BLACKRIDER_PREATTACKDELAY
500
PreAttackType
PER_SHOT
—
FiringDuration
EVILMEN_BLACKRIDER_FIRINGDURATION
1,000
Source definitiondata/ini/weapon.ini:17728
EvilMenBlackRiderSword
weaponset hero mode
PRIMARY
EvilMenBlackRiderSwordPursuit · MordorUvatha
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
160
0
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
EVILMEN_BLACKRIDER_DELAYBETWEENSHOTS
1,000
PreAttackDelay
EVILMEN_BLACKRIDER_PREATTACKDELAY
500
PreAttackType
PER_SHOT
—
FiringDuration
EVILMEN_BLACKRIDER_FIRINGDURATION
1,000
Source definitiondata/ini/weapon.ini:17748
EvilMenBlackRiderSwordPursuit
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
HeroArmor · MordorUvatha
Damage type
Received
DEFAULT
25%
SLASH
40%
PIERCE
20%
SPECIALIST
30%
CRUSH
50%
CAVALRY
25%
SIEGE
50%
FLAME
25%
FROST
25%
MAGIC
35%
HERO
75%
HERO_RANGED
75%
POISON
50%
STRUCTURAL
50%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:193
HeroArmor
mounted
NazgulArmorMounted · MordorUvatha
Damage type
Received
DEFAULT
50%
SLASH
25%
PIERCE
15%
SPECIALIST
100%
CRUSH
30%
CAVALRY
25%
SIEGE
50%
FLAME
80%
FROST
20%
MAGIC
50%
HERO
50%
HERO_RANGED
50%
POISON
50%
STRUCTURAL
80%
LOGICAL_FIRE
100%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:784
NazgulArmorMounted
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
The Nine Are Abroad (W)
As more Nazgûl gather, their strength grows
+10% damage and +10% armour per every Nazgûl nearby
Passive ability
Modifier Type: Passive Debuff
Nearby enemy units suffer -25% damage and -20% armour
Passive ability
Left click to switch between mounted and on foot
Requires Level 10
Black Breath emanates from the Nazgûl
Nearby enemy units caught in the breath take damage over time for 15 seconds
Left click to activate
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.