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
PRIMARYDwarvenGimliGloinsAxe · RohanGimli_FS
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. 433 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. 300 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
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:3868DwarvenGimliGloinsAxe
weaponset toggle 1
PRIMARYDwarvenGimliBalinsAxe · RohanGimli_FS
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. 433 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
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:3888DwarvenGimliBalinsAxe
weaponset hero mode
SECONDARYGimli202SuperAxe · RohanGimli_FS
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. 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
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:3936Gimli202SuperAxe
weaponset hero mode
TERTIARYRohanGimliAxeThrown · RohanGimli_FS
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 275Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 1,500 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. 0 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. 1
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:4118RohanGimliAxeThrown
weaponset toggle 2
PRIMARYDwarvenGimliGloinsAxe_FriendlyRivalry · RohanGimli_FS
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. 216.5 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. 150 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
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:94442DwarvenGimliGloinsAxe_FriendlyRivalry
weaponset toggle 1 weaponset toggle 2
PRIMARYDwarvenGimliBalinsAxe_FriendlyRivalry · RohanGimli_FS
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. 216.5 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. 500 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
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:94462DwarvenGimliBalinsAxe_FriendlyRivalry