Base statistics · Build time: 20s · 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
PippinSword · RohanMerry
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.10Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.567 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.833 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
80
0
Without Upgrade_ObjectLevel3
HERO
80
0
Requires Upgrade_ObjectLevel3
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
AttackRange
10.0
10
MeleeWeapon
Yes
—
DelayBetweenShots
HOBBIT_SWORD_DELAYBETWEENSHOTS
833
PreAttackDelay
HOBBIT_SWORD_PREATTACKDELAY
567
PreAttackType
PER_SHOT
—
FiringDuration
HOBBIT_SWORD_FIRINGDURATION
833
FireFX
FX_GondorSwordHit
—
FireFlankFX
FX_Flanking
—
Source definitiondata/ini/weapon.ini:3165
PippinSword
Base equipment
SECONDARY
HobbitRockThrow · RohanMerry
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.200Pre-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.1,700 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_RANGED
70
0
Without Upgrade_DwarvenForgedBlades
HERO_RANGED
70
10
Requires Upgrade_DwarvenForgedBlades
HERO_RANGED
70
10
Requires Upgrade_DwarvenForgedBlades
Weapon timing, targeting & source
Property
Game value
Resolved value
AttackRange
HOBBIT_ROCK_RANGE
200
WeaponSpeed
150.0
150
AcceptableAimDelta
20
20
PreAttackDelay
500
500
PreAttackType
PER_SHOT
—
HitPercentage
75
75
ScatterRadius
0.0
0
FiringDuration
1200
1,200
DelayBetweenShots
1700
1,700
AntiAirborneVehicle
Yes
—
AntiAirborneMonster
Yes
—
CanFireWhileMoving
Yes
—
Source definitiondata/ini/weapon.ini:47727
HobbitRockThrow
contained weaponset toggle 1
PRIMARY
HobbitRockThrow · RohanMerry
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.200Pre-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.1,700 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_RANGED
70
0
Without Upgrade_DwarvenForgedBlades
HERO_RANGED
70
10
Requires Upgrade_DwarvenForgedBlades
HERO_RANGED
70
10
Requires Upgrade_DwarvenForgedBlades
Weapon timing, targeting & source
Property
Game value
Resolved value
AttackRange
HOBBIT_ROCK_RANGE
200
WeaponSpeed
150.0
150
AcceptableAimDelta
20
20
PreAttackDelay
500
500
PreAttackType
PER_SHOT
—
HitPercentage
75
75
ScatterRadius
0.0
0
FiringDuration
1200
1,200
DelayBetweenShots
1700
1,700
AntiAirborneVehicle
Yes
—
AntiAirborneMonster
Yes
—
CanFireWhileMoving
Yes
—
Source definitiondata/ini/weapon.ini:47727
HobbitRockThrow
contained
PRIMARY
HobbitRockThrow · RohanMerry
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.200Pre-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.1,700 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_RANGED
70
0
Without Upgrade_DwarvenForgedBlades
HERO_RANGED
70
10
Requires Upgrade_DwarvenForgedBlades
HERO_RANGED
70
10
Requires Upgrade_DwarvenForgedBlades
Weapon timing, targeting & source
Property
Game value
Resolved value
AttackRange
HOBBIT_ROCK_RANGE
200
WeaponSpeed
150.0
150
AcceptableAimDelta
20
20
PreAttackDelay
500
500
PreAttackType
PER_SHOT
—
HitPercentage
75
75
ScatterRadius
0.0
0
FiringDuration
1200
1,200
DelayBetweenShots
1700
1,700
AntiAirborneVehicle
Yes
—
AntiAirborneMonster
Yes
—
CanFireWhileMoving
Yes
—
Source definitiondata/ini/weapon.ini:47727
HobbitRockThrow
weaponset toggle 1
PRIMARY
HobbitRockThrow · RohanMerry
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.200Pre-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.1,700 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_RANGED
70
0
Without Upgrade_DwarvenForgedBlades
HERO_RANGED
70
10
Requires Upgrade_DwarvenForgedBlades
HERO_RANGED
70
10
Requires Upgrade_DwarvenForgedBlades
Weapon timing, targeting & source
Property
Game value
Resolved value
AttackRange
HOBBIT_ROCK_RANGE
200
WeaponSpeed
150.0
150
AcceptableAimDelta
20
20
PreAttackDelay
500
500
PreAttackType
PER_SHOT
—
HitPercentage
75
75
ScatterRadius
0.0
0
FiringDuration
1200
1,200
DelayBetweenShots
1700
1,700
AntiAirborneVehicle
Yes
—
AntiAirborneMonster
Yes
—
CanFireWhileMoving
Yes
—
Source definitiondata/ini/weapon.ini:47727
HobbitRockThrow
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 · RohanMerry
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
player upgrade
ToughHeroArmor · RohanMerry
Damage type
Received
DEFAULT
15%
SLASH
20%
PIERCE
15%
SPECIALIST
30%
CRUSH
35%
CAVALRY
15%
SIEGE
25%
FLAME
20%
FROST
20%
MAGIC
25%
HERO
65%
HERO_RANGED
50%
POISON
50%
STRUCTURAL
40%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:364
ToughHeroArmor
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.
Requires Level 5
Modifier Type: Leadership
Merry gains +15% armour and +15% damage when near Éowyn
Nearby heroes gain experience +15% faster
Merry's health is increased
Passive ability
Requires Level 7
Merry plunges his Blade of Westernesse into an enemy hero,
dealing strong damage and decreasing armour by -25% for 10 seconds
Can only use when sword is equipped
Left click icon then left click on target
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.