Strong vs. Cavalry and Heroes
Once the Dark Lord had issued his signal, the orcs of Minas Morgul came streaming out from the dead city, many of them carrying fell halberds, spears, and long pikes.
Base statistics · Build time: 15s · 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
MorgulPike · MorgulPikeman
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.35Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.600 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.900 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
SPECIALIST
75
Unknown
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
AttackRange
35
35
MeleeWeapon
Yes
—
DelayBetweenShots
ISENGARD_URUKPIKEMAN_STAB_DELAYBETWEENSHOTS
900
PreAttackDelay
ISENGARD_URUKPIKEMAN_STAB_PREATTACKDELAY
600
PreAttackType
PER_SHOT
—
FireFX
FX_GondorSwordHit
—
FireFlankFX
FX_Flanking
—
FiringDuration
ISENGARD_URUKPIKEMAN_STAB_FIRINGDURATION
900
Source definitiondata/ini/weapon.ini:19574
MorgulPike
player upgrade
PRIMARY
MorgulPikeUpgraded · MorgulPikeman
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.35Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.600 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.900 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
SPECIALIST
100
Unknown
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
AttackRange
35
35
MeleeWeapon
Yes
—
DelayBetweenShots
ISENGARD_URUKPIKEMAN_STAB_DELAYBETWEENSHOTS
900
PreAttackDelay
ISENGARD_URUKPIKEMAN_STAB_PREATTACKDELAY
600
PreAttackType
PER_SHOT
—
FireFX
FX_GondorSwordHit
—
FireFlankFX
FX_Flanking
—
FiringDuration
ISENGARD_URUKPIKEMAN_STAB_FIRINGDURATION
900
Source definitiondata/ini/weapon.ini:19593
MorgulPikeUpgraded
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
MorgulPikemenArmor · MorgulPikeman
Damage type
Received
DEFAULT
100%
SLASH
150%
PIERCE
110%
SPECIALIST
100%
CAVALRY
35%
CRUSH
50%
SIEGE
100%
FLAME
100%
FROST
120%
MAGIC
100%
HERO
200%
HERO_RANGED
200%
STRUCTURAL
75%
PENALTY
270%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:3834
MorgulPikemenArmor
player upgrade
MorgulPikemenHeavyArmor · MorgulPikeman
Damage type
Received
DEFAULT
60%
SLASH
100%
PIERCE
70%
SPECIALIST
55%
CAVALRY
25%
CRUSH
40%
SIEGE
50%
FLAME
50%
FROST
75%
MAGIC
50%
HERO
100%
HERO_RANGED
100%
STRUCTURAL
20%
PENALTY
270%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:3852
MorgulPikemenHeavyArmor
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.