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
PRIMARYLegolasMirkwoodBow · RohanLegolas_FS
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 380Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 800 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:1045LegolasMirkwoodBow
weaponset toggle 1
PRIMARYLegolasSword · RohanLegolas_FS
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 20Pre-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. 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:1482LegolasSword
weaponset hero mode
PRIMARYLegolasBowStun · RohanLegolas_FS
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 380Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 800 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:1292LegolasBowStun
contained
PRIMARYLegolasMirkwoodBow · RohanLegolas_FS
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 380Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 800 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:1045LegolasMirkwoodBow
weaponset toggle 1 contained
PRIMARYLegolasMirkwoodBow · RohanLegolas_FS
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 380Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 800 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:1045LegolasMirkwoodBow
mounted
PRIMARYLegolasMountedSword · RohanLegolas_FS
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 20Pre-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. 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:1502LegolasMountedSword
mounted weaponset toggle 1
PRIMARYLegolasMountedSword · RohanLegolas_FS
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 20Pre-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. 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:1502LegolasMountedSword
weaponset toggle 2
PRIMARYLegolasMirkwoodBow_FriendlyRivalry · RohanLegolas_FS
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 380Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 400 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:94482LegolasMirkwoodBow_FriendlyRivalry
weaponset toggle 1 weaponset toggle 2
PRIMARYLegolasSword_FriendlyRivalry · RohanLegolas_FS
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 20Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 250 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. 250 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:94514LegolasSword_FriendlyRivalry