Base statistics · Build time: 45s · 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.
-weaponset toggle 1
PRIMARY
RohanRohirrimSpear · RohanRohirrim
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.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.1,000 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
Damage type
Damage / hit
Splash radius
Conditions
CAVALRY
60
0
Without Upgrade_RohanForgedBlades
CAVALRY
120
0
Requires Upgrade_RohanForgedBlades
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
AttackRange
STANDARD_MELEE_ATTACK_RANGE
11.5
MeleeWeapon
Yes
—
FireFX
FX_GondorSwordHit
—
FireFlankFX
FX_Flanking
—
DelayBetweenShots
ROHAN_ROHIRRIM_DELAYBETWEENSHOTS
1,000
PreAttackDelay
ROHAN_ROHIRRIM_PREATTACKDELAY
500
PreAttackType
PER_SHOT
—
FiringDuration
ROHAN_ROHIRRIM_FIRINGDURATION
1,000
Source definitiondata/ini/weapon.ini:9937
RohanRohirrimSpear
weaponset toggle 1
SECONDARY
RohanRohirrimBow · RohanRohirrim
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.315Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.700 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.UnknownClip ⓘ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 type
Damage / hit
Splash radius
Conditions
PIERCE
85
0
Without Upgrade_RohanFireArrows
FLAME
20
0
Requires Upgrade_RohanFireArrows
FLAME
1
0
Requires Upgrade_RohanFireArrows
PIERCE
110
0
Requires Upgrade_RohanFireArrows
Weapon timing, targeting & source
Property
Game value
Resolved value
AttackRange
315
315
RangeBonusMinHeight
30
30
RangeBonus
1
1
RangeBonusPerFoot
#MULTIPLY( 315 .003 )
0.95
WeaponSpeed
321
321
MinWeaponSpeed
241
241
MaxWeaponSpeed
481
481
FireFX
FX_RohanArcherBowWeapon
—
ScaleWeaponSpeed
Yes
—
HitPercentage
87
87
ScatterRadius
16.0
16
PreAttackDelay
700
700
PreAttackType
PER_SHOT
—
PreAttackRandomAmount
200
200
FiringDuration
1100
1,100
RequireFollowThru
Yes
—
ClipSize
1
1
AutoReloadsClip
Yes
—
ClipReloadTime
1600
1,600
IsAimingWeapon
Yes
—
AntiAirborneVehicle
Yes
—
AntiAirborneMonster
Yes
—
CanBeDodged
Yes
—
HitPassengerPercentage
20%
20
Source definitiondata/ini/weapon.ini:10286
RohanRohirrimBow
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 · RohanRohirrim
Damage type
Received
DEFAULT
80%
SLASH
80%
PIERCE
45%
SPECIALIST
160%
CRUSH
30%
SIEGE
100%
FLAME
100%
FROST
100%
MAGIC
100%
HERO
200%
HERO_RANGED
200%
CAVALRY
90%
STRUCTURAL
80%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:2295
RohirrimArmor
player upgrade
RohirrimShieldArmor · RohanRohirrim
Damage type
Received
DEFAULT
80%
SLASH
80%
PIERCE
39%
SPECIALIST
137%
CRUSH
30%
SIEGE
100%
FLAME
100%
FROST
100%
MAGIC
100%
HERO
200%
HERO_RANGED
200%
CAVALRY
90%
STRUCTURAL
80%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:2397
RohirrimShieldArmor
player upgrade 2
RohirrimHeavyArmor · RohanRohirrim
Damage type
Received
DEFAULT
40%
SLASH
40%
PIERCE
25%
SPECIALIST
110%
CRUSH
15%
SIEGE
50%
FLAME
50%
FROST
50%
MAGIC
50%
HERO
100%
HERO_RANGED
100%
CAVALRY
60%
STRUCTURAL
40%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:2431
RohirrimHeavyArmor
player upgrade 2 player upgrade
RohirrimShieldHeavyArmor · RohanRohirrim
Damage type
Received
DEFAULT
40%
SLASH
40%
PIERCE
20%
SPECIALIST
95%
CRUSH
15%
SIEGE
50%
FLAME
50%
FROST
50%
MAGIC
50%
HERO
100%
HERO_RANGED
100%
CAVALRY
60%
STRUCTURAL
40%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:2448
RohirrimShieldHeavyArmor
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
Purchase Horsemen Shields (R)
Upgrades this battalion with Horseman Shields
Significantly reduces the amount of damage taken from Arrows and Pikemen
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.