Base statistics · Build time: 80s · 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
WitchKingSword · MordorWitchKing
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.1,000 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.1,750 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
350
30
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
AttackRange
STANDARD_MELEE_ATTACK_RANGE
11.5
RadiusDamageAffects
ENEMIES NEUTRALS NOT_SIMILAR
—
MeleeWeapon
Yes
—
DelayBetweenShots
ANGMAR_WITCHKING_MACE_DELAYBETWEENSHOTS
1,750
PreAttackDelay
ANGMAR_WITCHKING_MACE_PREATTACKDELAY
1,000
PreAttackType
PER_SHOT
—
FireFX
FX_GondorSwordHit
—
FiringDuration
ANGMAR_WITCHKING_MACE_FIRINGDURATION
1,350
Source definitiondata/ini/weapon.ini:34879
WitchKingSword
Base equipment
TERTIARY
MordorWitchkingMorgulBlade · MordorWitchKing
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.30Pre-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.700 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
MAGIC
300
0
No upgrade gate specified
MAGIC
300
0
No upgrade gate specified
MAGIC
300
0
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
AttackRange
30.0
30
MeleeWeapon
Yes
—
DelayBetweenShots
ANGMAR_WITCHKING_MORGULBLADE_DELAYBETWEENSHOTS
700
PreAttackDelay
ANGMAR_WITCHKING_MORGUL_PREATTACKDELAY
500
PreAttackType
PER_SHOT
—
FiringDuration
ANGMAR_WITCHKING_MORGULBLADE_FIRINGDURATION
700
Source definitiondata/ini/weapon.ini:34430
MordorWitchkingMorgulBlade
mounted
PRIMARY
WitchKingMountedSword · MordorWitchKing
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
350
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:34907
WitchKingMountedSword
player upgrade
PRIMARY
WitchKingWarMace · MordorWitchKing
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.1,000 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.1,750 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
350
30
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
AttackRange
STANDARD_MELEE_ATTACK_RANGE
11.5
RadiusDamageAffects
ENEMIES NEUTRALS NOT_SIMILAR
—
MeleeWeapon
Yes
—
DelayBetweenShots
ANGMAR_WITCHKING_MACE_DELAYBETWEENSHOTS
1,750
PreAttackDelay
ANGMAR_WITCHKING_MACE_PREATTACKDELAY
1,000
PreAttackType
PER_SHOT
—
FireFX
FX_GondorSwordHit
—
FiringDuration
ANGMAR_WITCHKING_MACE_FIRINGDURATION
1,350
Source definitiondata/ini/weapon.ini:34781
WitchKingWarMace
player upgrade
TERTIARY
MordorWitchkingMorgulBlade · MordorWitchKing
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.30Pre-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.700 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
MAGIC
300
0
No upgrade gate specified
MAGIC
300
0
No upgrade gate specified
MAGIC
300
0
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
AttackRange
30.0
30
MeleeWeapon
Yes
—
DelayBetweenShots
ANGMAR_WITCHKING_MORGULBLADE_DELAYBETWEENSHOTS
700
PreAttackDelay
ANGMAR_WITCHKING_MORGUL_PREATTACKDELAY
500
PreAttackType
PER_SHOT
—
FiringDuration
ANGMAR_WITCHKING_MORGULBLADE_FIRINGDURATION
700
Source definitiondata/ini/weapon.ini:34430
MordorWitchkingMorgulBlade
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
DismountedWitchkingArmor · MordorWitchKing
Damage type
Received
DEFAULT
25%
SLASH
40%
PIERCE
20%
SPECIALIST
30%
CRUSH
50%
CAVALRY
25%
SIEGE
50%
FLAME
50%
FROST
20%
MAGIC
35%
HERO
75%
HERO_RANGED
75%
POISON
50%
STRUCTURAL
50%
LOGICAL_FIRE
50%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:577
DismountedWitchkingArmor
mounted
MountedHorseWitchkingArmor · MordorWitchKing
Damage type
Received
DEFAULT
25%
SLASH
40%
PIERCE
20%
SPECIALIST
110%
CRUSH
50%
CAVALRY
25%
SIEGE
50%
FLAME
50%
FROST
20%
MAGIC
35%
HERO
75%
HERO_RANGED
75%
POISON
50%
STRUCTURAL
50%
LOGICAL_FIRE
50%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:595
MountedHorseWitchkingArmor
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
Chief of the Nine (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 -25% armour
Nullifies enemy leaderships
Passive ability
Left click to switch between mounted and on foot
The Witch-king reflects 10% of all damage dealt to him by nearby enemies
Passive ability
When activated, the Witch-king is surrounded by a storm of hail and frost for 30 seconds, damaging nearby enemy units, more the closer they are to him
At Level 5, deals increased damage
At level 8, nearby enemy units are terrified
Left click to activate
Requires Level 4
Targeted enemy takes poison damage
over time for 10 seconds, and becomes a wight upon death
Target enemy hero is stunned for 10 seconds and their ability timers are set to just used
Left click icon then left click on target
Requires Level 6
Deals damage to target enemy structure and disables it for 20 seconds
Enemy units nearby the targeted structure take damage over time and turn into a Wight when killed
Automatically opens targeted gate
Left click then left click target enemy structure
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.