Recruit the noble Hobbit from the Shire
'It must often be so, Sam, when things are in danger: someone has to give them up, lose them, so that others may keep them.'
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
ShireSting · ShireFrodo
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.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.800 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
300
0
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
AttackRange
20.0
20
MeleeWeapon
Yes
—
DelayBetweenShots
800
800
PreAttackDelay
800
800
PreAttackType
PER_SHOT
—
FiringDuration
800
800
FireFX
FX_GondorSwordHit
—
Source definitiondata/ini/weapon.ini:3425
ShireSting
contained weaponset toggle 1
PRIMARY
ShireFrodoRockThrow · ShireFrodo
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.833 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.2,033 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
150
0
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
AttackRange
HOBBIT_ROCK_RANGE
200
WeaponSpeed
150.0
150
AcceptableAimDelta
20
20
PreAttackDelay
833
833
PreAttackType
PER_SHOT
—
HitPercentage
0
0
ScatterRadius
0.0
0
FiringDuration
1200
1,200
DelayBetweenShots
2033
2,033
CanFireWhileMoving
Yes
—
Source definitiondata/ini/weapon.ini:47793
ShireFrodoRockThrow
contained
PRIMARY
ShireFrodoRockThrow · ShireFrodo
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.833 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.2,033 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
150
0
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
AttackRange
HOBBIT_ROCK_RANGE
200
WeaponSpeed
150.0
150
AcceptableAimDelta
20
20
PreAttackDelay
833
833
PreAttackType
PER_SHOT
—
HitPercentage
0
0
ScatterRadius
0.0
0
FiringDuration
1200
1,200
DelayBetweenShots
2033
2,033
CanFireWhileMoving
Yes
—
Source definitiondata/ini/weapon.ini:47793
ShireFrodoRockThrow
weaponset toggle 1
PRIMARY
ShireFrodoRockThrow · ShireFrodo
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.833 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.2,033 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
150
0
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
AttackRange
HOBBIT_ROCK_RANGE
200
WeaponSpeed
150.0
150
AcceptableAimDelta
20
20
PreAttackDelay
833
833
PreAttackType
PER_SHOT
—
HitPercentage
0
0
ScatterRadius
0.0
0
FiringDuration
1200
1,200
DelayBetweenShots
2033
2,033
CanFireWhileMoving
Yes
—
Source definitiondata/ini/weapon.ini:47793
ShireFrodoRockThrow
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
ToughHeroArmor · ShireFrodo
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.
Modifier Type: Leadership
Frodo gains +15% damage when near Peregrin, Meriadoc or Samwise
Passive ability
Activate to become invisible when standing still
Left click to activate
Requires Level 3
Causes enemy units and monsters in the radius to fight amongst themselves for 45 seconds
Left click icon then left click on target area
Requires Level 5
Modifier Type: Leadership
Nearby allies gain +50% damage, +50% armour,
and earn experience twice as fast
Nearby unit and hero ability cooldown times are reduced by 25%
Passive ability
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.