Variag Outriders
Cavalry · 10 SOLDIERS

Variag Outriders

Strong vs. Archers Practiced in the art of horse archery from an early age, Variag warriors are known for their swift raiding parties, riding forth on their plains-horses to release a volley of deadly arrows before retreating out from the enemy's range.

Compare this unit ⇄
Cost450
Health / soldier300
Health / full battalion3,000
Attack range350
Movement speed110
Command points80

Base statistics · Build time: 40s · 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

VariagOutriderBow · RhunVariagHorseArcher

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
350
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
700 ms
Shot delay
ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.
Unknown
Clip
ⓘ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.
1
Damage typeDamage / hitSplash radiusConditions
PIERCE300Without Upgrade_MordorBarbedArrows
PIERCE400Requires Upgrade_MordorBarbedArrows
SLASH200Requires Upgrade_MordorBarbedArrows
Weapon timing, targeting & source
PropertyGame valueResolved value
AttackRangeELVEN_RIVENDELLARCHER_RANGE350
RangeBonusMinHeight3030
RangeBonus11
RangeBonusPerFoot#MULTIPLY( ELVEN_RIVENDELLARCHER_RANGE .003 )1.05
WeaponSpeed321321
MinWeaponSpeed241241
MaxWeaponSpeed481 FireFX = FX_RohanArcherBowWeapon—
ScaleWeaponSpeedYes—
HitPercentage7575
ScatterRadius16.016
PreAttackDelay700700
PreAttackTypePER_SHOT PreAttackRandomAmount = 1000—
FiringDuration15001,500
RequireFollowThruYes—
ClipSize11
AutoReloadsClipYes—
ClipReloadTime15001,500
IsAimingWeaponYes—
AntiAirborneVehicleYes—
AntiAirborneMonsterYes—
CanBeDodgedYes—
HitPassengerPercentage20%20
Source definitiondata/ini/weapon.ini:38899

VariagOutriderBow

weaponset create a hero ws 01

PRIMARY

MirkwoodHorseBowMoving · RhunVariagHorseArcher

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
350
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
700 ms
Shot delay
ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.
Unknown
Clip
ⓘ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.
1
Damage typeDamage / hitSplash radiusConditions
PIERCE700Without Upgrade_MirkwoodSilverthornArrows
PIERCE750Requires Upgrade_MirkwoodSilverthornArrows
MAGIC250Requires Upgrade_MirkwoodSilverthornArrows
Weapon timing, targeting & source
PropertyGame valueResolved value
AttackRangeELVEN_RIVENDELLARCHER_RANGE350
RangeBonusMinHeight3030
RangeBonus11
RangeBonusPerFoot#MULTIPLY( ELVEN_RIVENDELLARCHER_RANGE .003 )1.05
WeaponSpeed321321
MinWeaponSpeed241241
MaxWeaponSpeed481481
FireFXFX_RohanArcherBowWeapon—
ScaleWeaponSpeedYes—
HitPercentage45 ScatterRadius = 30.0—
PreAttackDelay700700
PreAttackTypePER_SHOT PreAttackRandomAmount = 200—
FiringDuration1500 RequireFollowThru = Yes—
ClipSize11
AutoReloadsClipYes—
ClipReloadTime15001,500
RotatingTurretYes—
IsAimingWeaponYes—
AntiAirborneVehicleYes—
AntiAirborneMonsterYes—
CanFireWhileMovingYes—
CanFireWhileChargingYes—
CanBeDodgedYes—
HitPassengerPercentage20%20
Source definitiondata/ini/weapon.ini:6608

MirkwoodHorseBowMoving

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

RohirrimArmor · RhunVariagHorseArcher

Damage typeReceived
DEFAULT80%
SLASH80%
PIERCE45%
SPECIALIST160%
CRUSH30%
SIEGE100%
FLAME100%
FROST100%
MAGIC100%
HERO200%
HERO_RANGED200%
CAVALRY90%
STRUCTURAL80%
UNDEFINED1%
Source definitiondata/ini/armor.ini:2295

RohirrimArmor

player upgrade

RohirrimHeavyArmor · RhunVariagHorseArcher

Damage typeReceived
DEFAULT40%
SLASH40%
PIERCE25%
SPECIALIST110%
CRUSH15%
SIEGE50%
FLAME50%
FROST50%
MAGIC50%
HERO100%
HERO_RANGED100%
CAVALRY60%
STRUCTURAL40%
UNDEFINED1%
Source definitiondata/ini/armor.ini:2431

RohirrimHeavyArmor

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.

upgrade / mode

Command_PurchaseUpgradeMordorHeavyArmorEasterling

Upgrades this horde with Jagged Steel Armour Significantly reduces the amount of damage taken

Requires: Upgrade_TechnologyMordorHeavyArmor

Effect values & implementation
Source definitiondata/ini/commandbutton.ini:26414

Command_PurchaseUpgradeMordorHeavyArmorEasterling

upgrade / mode

Barbed Arrows (C)

Upgrades this horde with Barbed Arrows increases the damage done by arrows, adds slash damage

Requires: Upgrade_TechnologyMordorBarbedArrows

Effect values & implementation
Source definitiondata/ini/commandbutton.ini:37211

Command_PurchaseUpgradeMordorBarbedArrows

upgrade / mode

Purchase Banners of the Red Eye (V)

Increases horde to Level 2 Can only be equipped at Level 1

Requires: Upgrade_TechnologyMordorBasicTraining

Effect values & implementation
Source definitiondata/ini/commandbutton.ini:26126

Command_PurchaseUpgradeMordorBasicTrainingEasterlingVariag

active

Capture Building

Take control of targeted structure

Cooldown 0s
Effect values & implementation
PropertyGame valueResolved value
EnumSPECIAL_INFANTRY_CAPTURE_BUILDING—
ReloadTime00
UnitSpecificSoundToUseAsInitiateIntendToDoVoiceVoiceInitiateCaptureBuilding—
UnitSpecificSoundToUseAsEnterStateInitiateIntendToDoVoiceVoiceEnterStateInitiateCaptureBuilding—
EvaEventToPlayOnSuccessBuildingCaptured—

SpecialPowerModule ModuleTag_CaptureBuilding

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityCaptureBuilding—
UpdateModuleStartsAttackYes—
StartsPausedNo—

SpecialAbilityUpdate ModuleTag_CaptureBuildingUpdate

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityCaptureBuilding—
StartAbilityRange15.015
UnpackTime11
PreparationTime1500015,000
PackTime11
DoCaptureFXYes—
LoseStealthOnTriggerYes—
Source definitiondata/ini/commandbutton.ini:29432

Command_CaptureBuilding

passive / conditional

Horde Notify Targets Of Imminent Probable Crushing Update

Effect values & implementation

HordeNotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan

PropertyGame valueResolved value
ScanWidth70.070
Source definitiondata/ini/object/evilfaction/hordes/rhun/variaghorsearcherhorde.ini:131

HordeNotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan

passive / conditional

Armor Upgrade

Requires: Upgrade_MordorHeavyArmor

Effect values & implementation

ArmorUpgrade ArmorUpgradeModuleTag

PropertyGame valueResolved value
TriggeredByUpgrade_MordorHeavyArmor—
ArmorSetFlagPLAYER_UPGRADE—
Source definitiondata/ini/object/evilfaction/units/rhun/variaghorsearcher.ini:669

ArmorUpgrade ArmorUpgradeModuleTag

passive / conditional

Sub Objects Upgrade

Requires: Upgrade_MordorHeavyArmor, Upgrade_AragornCostume_01

Effect values & implementation

SubObjectsUpgrade Armor_Upgrade01

PropertyGame valueResolved value
TriggeredByUpgrade_MordorHeavyArmor Upgrade_AragornCostume_01—
RequiresAllTriggersYes—
ShowSubObjectsHAPAULDRONS HELMET01—
HideSubObjectsCAP01 CAP02—
ExcludeSubobjectsWEAP01FB WEAP02FB WEAP03FB WEAP04FB—
Source definitiondata/ini/object/evilfaction/units/rhun/variaghorsearcher.ini:674

SubObjectsUpgrade Armor_Upgrade01

passive / conditional

Sub Objects Upgrade

Requires: Upgrade_MordorHeavyArmor, Upgrade_AragornCostume_02

Effect values & implementation

SubObjectsUpgrade Armor_Upgrade02

PropertyGame valueResolved value
TriggeredByUpgrade_MordorHeavyArmor Upgrade_AragornCostume_02—
RequiresAllTriggersYes—
ShowSubObjectsHAPAULDRONS HELMET02—
HideSubObjectsCAP01 CAP02—
ExcludeSubobjectsWEAP01FB WEAP02FB WEAP03FB WEAP04FB—
Source definitiondata/ini/object/evilfaction/units/rhun/variaghorsearcher.ini:682

SubObjectsUpgrade Armor_Upgrade02

passive / conditional

Sub Objects Upgrade

Requires: Upgrade_MordorHeavyArmor, Upgrade_AragornCostume_03

Effect values & implementation

SubObjectsUpgrade Armor_Upgrade03

PropertyGame valueResolved value
TriggeredByUpgrade_MordorHeavyArmor Upgrade_AragornCostume_03—
RequiresAllTriggersYes—
ShowSubObjectsHAPAULDRONS HELMET03—
HideSubObjectsCAP01 CAP02—
ExcludeSubobjectsWEAP01FB WEAP02FB WEAP03FB WEAP04FB—
Source definitiondata/ini/object/evilfaction/units/rhun/variaghorsearcher.ini:690

SubObjectsUpgrade Armor_Upgrade03

passive / conditional

Sub Objects Upgrade

Requires: Upgrade_MordorHeavyArmor, Upgrade_AragornCostume_04

Effect values & implementation

SubObjectsUpgrade Armor_Upgrade04

PropertyGame valueResolved value
TriggeredByUpgrade_MordorHeavyArmor Upgrade_AragornCostume_04—
RequiresAllTriggersYes—
ShowSubObjectsHAPAULDRONS HELMET04—
HideSubObjectsCAP01 CAP02—
ExcludeSubobjectsWEAP01FB WEAP02FB WEAP03FB WEAP04FB—
Source definitiondata/ini/object/evilfaction/units/rhun/variaghorsearcher.ini:698

SubObjectsUpgrade Armor_Upgrade04

passive / conditional

Sub Objects Upgrade

Requires: Upgrade_MordorBarbedArrows

Effect values & implementation

SubObjectsUpgrade ModuleTag_FireArrowSwapUpgrade

PropertyGame valueResolved value
TriggeredByUpgrade_MordorBarbedArrows—
ShowSubObjectsBARB—
Source definitiondata/ini/object/evilfaction/units/rhun/variaghorsearcher.ini:725

SubObjectsUpgrade ModuleTag_FireArrowSwapUpgrade

Battalion composition & progression

Member templateCountHealth each
RhunVariagHorseArcher10300
Experience and level upgrades (5)
Level definitionXP requirementUpgrades / modifiers
EvilHorseLevel11Upgrade_ObjectLevel1
EvilHorseLevel2120Upgrade_ObjectLevel2 GoodHorseBonusRank2
EvilHorseLevel3240Upgrade_ObjectLevel3 GoodHorseBonusRank3
EvilHorseLevel4360 GoodHorseBonusRank4
EvilHorseLevel5480 GoodHorseBonusRank5
JOINING THE ARMY

Where to recruit

FactionBuildingUnlock requirementsPath
RhûnHorsemaster's CampgroundNo additional upgrade gate recorded
Trace

Starting builder → HaradPorter → RhunStable → RhunStablesCommandSet → Command_ConstructVariagHorseArcherHorde

Source definitiondata/ini/commandbutton.ini:16463

Command_ConstructVariagHorseArcherHorde

RhûnHorsemaster's CampgroundUpgrade_GondorStableLevel2
Trace

Starting builder → HaradPorter → RhunStable → RhunStablesCommandSetLevel2 → Command_ConstructVariagHorseArcherHorde

Source definitiondata/ini/commandbutton.ini:16463

Command_ConstructVariagHorseArcherHorde

RhûnHorsemaster's CampgroundUpgrade_GondorStableLevel3
Trace

Starting builder → HaradPorter → RhunStable → RhunStablesCommandSetLevel3 → Command_ConstructVariagHorseArcherHorde

Source definitiondata/ini/commandbutton.ini:16463

Command_ConstructVariagHorseArcherHorde

FIELD NOTES

Strategy

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.

Source definitiondata/ini/object/evilfaction/hordes/rhun/variaghorsearcherhorde.ini:2

RhunVariagHorseArcherHorde