Requires Level 3 Mountain-orc Lodge
Hero Unit
Limited to 1
Strong vs. All Unit Types
Understanding that Azog's recklessness had gotten him killed, Bolg surrounded himself with the largest, cruelest Orcs that could be found to avoid repeating his father's mistake.
Base statistics · Build time: 70s · 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
BodyGuardSword · WildTribeLeaderBodyGuard
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
HERO
185
0
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
RadiusDamageAffects
ENEMIES NEUTRALS
—
LeechRangeWeapon
Yes
—
AttackRange
STANDARD_MELEE_ATTACK_RANGE
11.5
MeleeWeapon
Yes
—
DelayBetweenShots
WILD_MARAUDERSWORDS_DELAYBETWEENSHOTS
1,000
PreAttackDelay
WILD_MARAUDERSWORDS_PREATTACKDELAY
500
PreAttackType
PER_SHOT
—
FireFX
FX_GondorSwordHit
—
FireFlankFX
FX_Flanking
—
FiringDuration
WILD_MARAUDERSWORDS_FIRINGDURATION
1,000
Source definitiondata/ini/weapon.ini:24782
BodyGuardSword
Base equipment
TERTIARY
BodyGuardBoomThrown · WildTribeLeaderBodyGuard
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.300Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.1,500 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.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
Damage type
Damage / hit
Splash radius
Conditions
FLAME
220
15
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
AttackRange
300
300
WeaponSpeed
161
161
MinWeaponSpeed
150
150
MaxWeaponSpeed
160
160
FireFX
FX_FirebombThrow
—
ScaleWeaponSpeed
Yes
—
HitPercentage
100
100
ScatterRadius
0.0
0
DelayBetweenShots
0
0
AntiAirborneVehicle
Yes
—
AntiAirborneMonster
Yes
—
ClipSize
1
1
ClipReloadTime
10000
10,000
AutoReloadsClip
Yes
—
InstantLoadClipOnActivate
Yes
—
PreAttackDelay
1500
1,500
PreAttackType
PER_SHOT
—
FiringDuration
1600
1,600
Source definitiondata/ini/weapon.ini:67730
BodyGuardBoomThrown
Base equipment
SECONDARY
DwarvenZerkerSuperAxe · WildTribeLeaderBodyGuard
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.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
SLASH
100
0
No upgrade gate specified
FLAME
15
0
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
AttackRange
20.0
20
MeleeWeapon
Yes
—
DelayBetweenShots
DWARVEN_ZERKER_AXE_DELAYBETWEENSHOTS
1,000
PreAttackDelay
DWARVEN_ZERKER_AXE_PREATTACKDELAY
500
PreAttackType
PER_SHOT
—
FireFX
FX_GondorSwordHit
—
FireFlankFX
FX_Flanking
—
FiringDuration
DWARVEN_ZERKER_AXE_FIRINGDURATION
1,000
Source definitiondata/ini/weapon.ini:29722
DwarvenZerkerSuperAxe
weaponset toggle 1
PRIMARY
BodyGuardBoomThrown · WildTribeLeaderBodyGuard
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.300Pre-attack ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.1,500 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.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
Damage type
Damage / hit
Splash radius
Conditions
FLAME
220
15
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
AttackRange
300
300
WeaponSpeed
161
161
MinWeaponSpeed
150
150
MaxWeaponSpeed
160
160
FireFX
FX_FirebombThrow
—
ScaleWeaponSpeed
Yes
—
HitPercentage
100
100
ScatterRadius
0.0
0
DelayBetweenShots
0
0
AntiAirborneVehicle
Yes
—
AntiAirborneMonster
Yes
—
ClipSize
1
1
ClipReloadTime
10000
10,000
AutoReloadsClip
Yes
—
InstantLoadClipOnActivate
Yes
—
PreAttackDelay
1500
1,500
PreAttackType
PER_SHOT
—
FiringDuration
1600
1,600
Source definitiondata/ini/weapon.ini:67730
BodyGuardBoomThrown
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
BodyguardArmor · WildTribeLeaderBodyGuard
Damage type
Received
DEFAULT
35%
SLASH
50%
PIERCE
55%
SPECIALIST
65%
CRUSH
100%
CAVALRY
80%
SIEGE
60%
FLAME
15%
FROST
20%
MAGIC
25%
HERO
80%
HERO_RANGED
70%
POISON
10%
STRUCTURAL
25%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:6639
BodyguardArmor
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.
active
Intimidation
Cooldown 0s
Effect values & implementation
Property
Game value
Resolved value
Enum
SPECIAL_FAKE_LEADERSHIP_BUTTON
—
ReloadTime
1
1
Source definitiondata/ini/commandbutton.ini:37728
Command_BodyGuardIntimidation
active
Skull Throw (R)
Cooldown 180s
Effect values & implementation
Property
Game value
Resolved value
Enum
SPECIAL_AT_VISIBLE_OBJECT
—
ReloadTime
180000
180,000
Source definitiondata/ini/commandbutton.ini:38019
Command_BodyguardBoomThrow
active
Dark Resolve (T)
Requires Level 7
Bolg's Bodyguard gain +100% damage at the cost of -25% armour for 20 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.