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.
Base equipment
PRIMARYMordorCaveTrollPunch · WildHillTroll
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
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:36175MordorCaveTrollPunch
Base equipment
SECONDARYMordorCaveTrollBash · WildHillTroll
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. 600 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. 1,400 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
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:36276MordorCaveTrollBash
Base equipment
TERTIARYMordorCaveTrollPunch · WildHillTroll
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
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:36175MordorCaveTrollPunch
rampage weaponset toggle 1
PRIMARYMordorCaveTrollRampage · WildHillTroll
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 160Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. UnknownShot 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. 5
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:36980MordorCaveTrollRampage
weaponset toggle 1
PRIMARYTrollRockThrow · WildHillTroll
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 250Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 1,400 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. 6,100 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
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:36804TrollRockThrow
rampage
PRIMARYMordorCaveTrollRampage · WildHillTroll
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 160Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. UnknownShot 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. 5
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:36980MordorCaveTrollRampage
rampage passenger type one
PRIMARYMordorCaveTrollTreeRampage · WildHillTroll
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 160Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. UnknownShot 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. 5
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:37032MordorCaveTrollTreeRampage
passenger type one
PRIMARYMordorCaveTrollClubSwing · WildHillTroll
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 30Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 600 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. 1,400 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
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:36444MordorCaveTrollClubSwing
passenger type one
SECONDARYMordorCaveTrollClubSwing · WildHillTroll
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 30Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 600 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. 1,400 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
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:36444MordorCaveTrollClubSwing
passenger type two
PRIMARYCaveTrollGoblinThrow · WildHillTroll
Range ⓘ
Maximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away. 400Pre-attack ⓘ
Delay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation. 1,400 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. 6,100 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
Weapon timing, targeting & source
Source definition
data/ini/weapon.ini:36935CaveTrollGoblinThrow