Recruit Samwise the Brave
'The one small garden of a free gardener was all his need and due, not a garden swollen to a realm; his own hands to use, not the hands of others to command.'
Base statistics · Build time: 50s · 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
ShireSamSword · ShireSamwise
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.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
250
0
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
AttackRange
20.0
20
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:3289
ShireSamSword
contained weaponset toggle 1
PRIMARY
ShireSamRockThrow · ShireSamwise
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.1,200 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.2,600 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
100
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
1200
1,200
PreAttackType
PER_SHOT
—
HitPercentage
0
0
ScatterRadius
0.0
0
FiringDuration
1400
1,400
DelayBetweenShots
2600
2,600
CanFireWhileMoving
Yes
—
Source definitiondata/ini/weapon.ini:47840
ShireSamRockThrow
contained
PRIMARY
ShireSamRockThrow · ShireSamwise
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.1,200 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.2,600 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
100
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
1200
1,200
PreAttackType
PER_SHOT
—
HitPercentage
0
0
ScatterRadius
0.0
0
FiringDuration
1400
1,400
DelayBetweenShots
2600
2,600
CanFireWhileMoving
Yes
—
Source definitiondata/ini/weapon.ini:47840
ShireSamRockThrow
weaponset toggle 1
PRIMARY
ShireSamRockThrow · ShireSamwise
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.1,200 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.2,600 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
100
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
1200
1,200
PreAttackType
PER_SHOT
—
HitPercentage
0
0
ScatterRadius
0.0
0
FiringDuration
1400
1,400
DelayBetweenShots
2600
2,600
CanFireWhileMoving
Yes
—
Source definitiondata/ini/weapon.ini:47840
ShireSamRockThrow
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 · ShireSamwise
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
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
Samwise gains +15% damage when near Peregrin, Meriadoc or Frodo
Passive ability
Activate to become invisible when standing still
Left click to activate
Requires Level 3
Summons a pot of stew that heals nearby units, replenishes fallen units and grants +50% armour
Left click on icon then left click on target position
Requires Level 10
Modifier Type: Spell
Nearby friendly units within a wide radius become invulnerable whilst nearby enemy units take damage over time for 30 seconds
Left click to activate
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.