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
EomerSword · RohanEomer
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.25Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.535 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.615 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
0
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
AttackRange
25.0
25
MeleeWeapon
Yes
—
DelayBetweenShots
EOMER_DELAYBETWEENSHOTS
615
FireFX
FX_GondorSwordHit
—
PreAttackDelay
EOMER_PREATTACKDELAY
535
PreAttackType
PER_SHOT
—
FiringDuration
EOMER_FIRINGDURATION
615
Source definitiondata/ini/weapon.ini:45581
EomerSword
mounted
PRIMARY
EomerSwordMounted · RohanEomer
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.25Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.535 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.615 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
0
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
AttackRange
25.0
25
MeleeWeapon
Yes
—
DelayBetweenShots
EOMER_DELAYBETWEENSHOTS
615
FireFX
FX_GondorSwordHit
—
PreAttackDelay
EOMER_PREATTACKDELAY
535
PreAttackType
PER_SHOT
—
FiringDuration
EOMER_FIRINGDURATION
615
Source definitiondata/ini/weapon.ini:45599
EomerSwordMounted
weaponset hero mode
PRIMARY
EomerHeroSword · RohanEomer
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.25Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.535 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.615 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
12
No upgrade gate specified
HERO
250
15
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
AttackRange
25.0
25
MeleeWeapon
Yes
—
DelayBetweenShots
EOMER_DELAYBETWEENSHOTS
615
FireFX
FX_GondorSwordHit
—
PreAttackDelay
EOMER_PREATTACKDELAY
535
PreAttackType
PER_SHOT
—
FiringDuration
EOMER_FIRINGDURATION
615
RadiusDamageAffects
ENEMIES NEUTRALS
—
Source definitiondata/ini/weapon.ini:45619
EomerHeroSword
mounted weaponset hero mode
PRIMARY
EomerHeroSwordMounted · RohanEomer
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.25Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.535 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.615 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
10
No upgrade gate specified
HERO
250
12
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
AttackRange
25.0
25
MeleeWeapon
Yes
—
DelayBetweenShots
EOMER_DELAYBETWEENSHOTS
615
FireFX
FX_GondorSwordHit
—
PreAttackDelay
EOMER_PREATTACKDELAY
535
PreAttackType
PER_SHOT
—
FiringDuration
EOMER_FIRINGDURATION
615
RadiusDamageAffects
ENEMIES NEUTRALS
—
Source definitiondata/ini/weapon.ini:45654
EomerHeroSwordMounted
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 · RohanEomer
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
HeroArmorMounted · RohanEomer
Damage type
Received
DEFAULT
50%
SLASH
25%
PIERCE
15%
SPECIALIST
100%
CRUSH
30%
CAVALRY
25%
SIEGE
50%
FLAME
40%
FROST
40%
MAGIC
50%
HERO
50%
HERO_RANGED
50%
POISON
50%
STRUCTURAL
80%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:432
HeroArmorMounted
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.
Required: Rank 8
Modifier Type: Spell
Creates a ring which gives +33% armour, +33% damage and resistance to knockback to units within it
Lasts 60 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.