Mountain Giant
Siegeengine · INDIVIDUAL UNIT

Mountain Giant

Compare this unit ⇄
Cost900
Health / soldier3,400
Health / full battalion3,400
Attack range30
Movement speed40
Command points60

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

PRIMARY

WildMountainGiantPunch1 · WildMountainGiant

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
30
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
1,000 ms
Shot 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 ms
Clip
ⓘ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 typeDamage / hitSplash radiusConditions
SIEGE70050No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
LeechRangeWeaponYes—
AttackRange30.030
MeleeWeaponYes—
DelayBetweenShots14001,400
FiringDuration16001,600
PreAttackDelay10001,000
PreAttackTypePER_SHOT—
FireFXFX_TreeBeardPunch—
RadiusDamageAffectsENEMIES NEUTRALS—
DamageDealtAtSelfPositionYes—
LockWhenUsingYes—
Source definitiondata/ini/weapon.ini:49497

WildMountainGiantPunch1

Base equipment

SECONDARY

WildMountainGiantPunch2 · WildMountainGiant

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
30
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
800 ms
Shot 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 ms
Clip
ⓘ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 typeDamage / hitSplash radiusConditions
SIEGE70050No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
LeechRangeWeaponYes—
AttackRange30.030
MeleeWeaponYes—
DelayBetweenShots14001,400
FiringDuration16001,600
PreAttackDelay800800
PreAttackTypePER_SHOT—
FireFXFX_TreeBeardPunch—
RadiusDamageAffectsENEMIES NEUTRALS—
DamageDealtAtSelfPositionYes—
LockWhenUsingYes—
Source definitiondata/ini/weapon.ini:49525

WildMountainGiantPunch2

Base equipment

TERTIARY

WildMountainGiantPunch3 · WildMountainGiant

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
30
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
600 ms
Shot 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 ms
Clip
ⓘ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 typeDamage / hitSplash radiusConditions
SIEGE70050No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
LeechRangeWeaponYes—
AttackRange30.030
MeleeWeaponYes—
DelayBetweenShots14001,400
FiringDuration14001,400
PreAttackDelay600600
PreAttackTypePER_SHOT—
FireFXFX_TreeBeardPunch—
RadiusDamageAffectsENEMIES NEUTRALS—
DamageDealtAtSelfPositionYes—
LockWhenUsingYes—
Source definitiondata/ini/weapon.ini:49553

WildMountainGiantPunch3

Base equipment

QUATERNARY

GiantBuildingTeardown · WildMountainGiant

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
20
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
1,100 ms
Shot delay
ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.
3,900 ms
Clip
ⓘ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 typeDamage / hitSplash radiusConditions
SIEGE8000No upgrade gate specified
SIEGE8000No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
RadiusDamageAffectsENEMIES NEUTRALS—
CanFireWhileMovingNo—
LeechRangeWeaponYes—
AttackRange20.020
AntiStructureYes—
AntiGroundYes—
MeleeWeaponYes—
AcceptableAimDelta2020
FireFXFX_TreeBeardBash—
DelayBetweenShots39003,900
FiringDuration19001,900
PreAttackDelay11001,100
PreAttackTypePER_SHOT—
Source definitiondata/ini/weapon.ini:49400

GiantBuildingTeardown

Base equipment

QUINARY

WildMountainGiantMovingPunch · WildMountainGiant

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
30
Pre-attack
ⓘDelay before the attack is released, in milliseconds (1,000 ms = 1 second). When it applies depends on the weapon and animation.
800 ms
Shot 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 ms
Clip
ⓘ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 typeDamage / hitSplash radiusConditions
SIEGE70050No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
LeechRangeWeaponYes—
AttackRange30.030
MeleeWeaponYes—
DelayBetweenShots14001,400
FiringDuration600600
PreAttackDelay800800
PreAttackTypePER_SHOT—
FireFXFX_TreeBeardPunch—
RadiusDamageAffectsENEMIES NEUTRALS—
DamageDealtAtSelfPositionYes—
LockWhenUsingYes—
Source definitiondata/ini/weapon.ini:49581

WildMountainGiantMovingPunch

weaponset toggle 1

PRIMARY

GiantRockThrow · WildMountainGiant

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
500
Pre-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 ms
Shot delay
ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.
6,000 ms
Clip
ⓘ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 typeDamage / hitSplash radiusConditions
SIEGE50070No upgrade gate specified
SIEGE50050No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
HoldDuringReloadYes—
AttackRangeWILD_MOUNTAIN_GIANT_ROCK_RANGE500
MinimumAttackRangeWILD_MOUNTAIN_GIANT_ROCK_MINRANGE200
RangeBonusMinHeight3030
RangeBonus11
RangeBonusPerFoot#MULTIPLY( WILD_MOUNTAIN_GIANT_ROCK_RANGE .003 )1.5
WeaponSpeed200.0200
FireFXFX_EntThrowSmallRock—
PreAttackDelay12001,200
FiringDuration20002,000
PreAttackTypePER_SHOT—
DelayBetweenShots60006,000
HitPercentage7070
ScatterRadius50.050
IsAimingWeaponYes—
NoVictimNeededYes—
LeechRangeWeaponYes—
HoldAfterFiringDelay42004,200
AutoReloadWhenIdle18001,800
AutoReloadsClipNO—
ClipReloadTime20002,000
Source definitiondata/ini/weapon.ini:49319

GiantRockThrow

weaponset toggle 1

SECONDARY

GiantRockThrowCloseRange · WildMountainGiant

Range
ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.
200
Pre-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 ms
Shot delay
ⓘConfigured delay between attacks, in milliseconds. This applies to melee swings too. Animation and reload timing can also affect the actual attack rate.
6,000 ms
Clip
ⓘ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 typeDamage / hitSplash radiusConditions
SIEGE50070No upgrade gate specified
SIEGE50050No upgrade gate specified
Weapon timing, targeting & source
PropertyGame valueResolved value
HoldDuringReloadYes—
AttackRangeWILD_MOUNTAIN_GIANT_ROCK_MINRANGE200
RangeBonusMinHeight3030
RangeBonus11
RangeBonusPerFoot#MULTIPLY( WILD_MOUNTAIN_GIANT_ROCK_RANGE .003 )1.5
WeaponSpeed200.0200
FireFXFX_EntThrowSmallRock—
PreAttackDelay12001,200
FiringDuration20002,000
PreAttackTypePER_SHOT—
DelayBetweenShots60006,000
HitPercentage7070
ScatterRadius30.030
IsAimingWeaponYes—
NoVictimNeededYes—
LeechRangeWeaponYes—
HoldAfterFiringDelay42004,200
AutoReloadWhenIdle18001,800
AutoReloadsClipNO—
ClipReloadTime20002,000
Source definitiondata/ini/weapon.ini:49347

GiantRockThrowCloseRange

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

MountainGiantArmor · WildMountainGiant

Damage typeReceived
DEFAULT25%
CRUSH10%
SLASH40%
PIERCE5%
SPECIALIST100%
FLAME120%
FROST120%
SIEGE120%
STRUCTURAL10%
CHOP100%
HERO100% 120%
HERO_RANGED50%
CAVALRY50%
MAGIC120%
UNDEFINED1%
Source definitiondata/ini/armor.ini:3171

MountainGiantArmor

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

Command_ToggleMountainGiantRockThrow

Effect values & implementation
Source definitiondata/ini/commandbutton.ini:29407

Command_ToggleMountainGiantRockThrow

active

Stomp (T)

Cooldown 60s
Effect values & implementation
PropertyGame valueResolved value
EnumSPECIAL_WORD_OF_POWER—
ReloadTime6000060,000

SpecialPowerModule ModuleTag_StompStarter

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityWildMountainGiantStomp—
UpdateModuleStartsAttackYes—
StartsPausedNo—

WeaponFireSpecialAbilityUpdate ModuleTag_StompWeaponFireUpdate

PropertyGame valueResolved value
SpecialPowerTemplateSpecialAbilityWildMountainGiantStomp—
WhichSpecialWeapon22
SkipContinueYes—
UnpackTime13671,367
PackTime18671,867
AwardXPForTriggering00
StartAbilityRange80.080
SpecialWeaponWildMountainGiantStomp—
RejectedConditionsWEAPON_TOGGLE—
Source definitiondata/ini/commandbutton.ini:29418

Command_SpecialAbilityWildMountainGiantStomp

passive / conditional

Auto Heal Behavior

Requires: Upgrade_ObjectLevel3

Effect values & implementation

AutoHealBehavior ModuleTag_CaveTrollHealing

PropertyGame valueResolved value
StartsActiveNo—
TriggeredByUpgrade_ObjectLevel3—
HealingAmountMONSTER_HEAL_AMOUNT30
HealingDelay10001,000
StartHealingDelayMONSTER_HEAL_DELAY15,000
HealOnlyIfNotInCombatYes—
Source definitiondata/ini/object/evilfaction/units/wild/mountaingiant.ini:906

AutoHealBehavior ModuleTag_CaveTrollHealing

passive / conditional

Notify Targets Of Imminent Probable Crushing Update

Effect values & implementation

NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan

PropertyGame valueResolved value
Source definitiondata/ini/object/evilfaction/units/wild/mountaingiant.ini:916

NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan

Battalion composition & progression

Member templateCountHealth each
WildMountainGiant13,400
Experience and level upgrades (5)
Level definitionXP requirementUpgrades / modifiers
EvilMonsterLevel11Upgrade_ObjectLevel1
EvilMonsterLevel2140Upgrade_ObjectLevel2 EvilMonsterBonusRank2
EvilMonsterLevel3280Upgrade_ObjectLevel3 EvilMonsterBonusRank3
EvilMonsterLevel4420Upgrade_ObjectLevel4 EvilMonsterBonusRank4
EvilMonsterLevel5560Upgrade_ObjectLevel5 EvilMonsterBonusRank5
JOINING THE ARMY

Where to recruit

FactionBuildingUnlock requirementsPath
Misty MountainsGoblinFissureUpgrade_WildFissureLevel3
Trace

Starting builder → WildPorter → GoblinFissure → GoblinFissureCommandSet → Command_ConstructWildMountainGiant

Source definitiondata/ini/commandbutton.ini:29308

Command_ConstructWildMountainGiant

Misty MountainsGoblinFissureUpgrade_StructureLevel2, Upgrade_WildFissureLevel3
Trace

Starting builder → WildPorter → GoblinFissure → GoblinFissureCommandSetLevel2 → Command_ConstructWildMountainGiant

Source definitiondata/ini/commandbutton.ini:29308

Command_ConstructWildMountainGiant

Misty MountainsGoblinFissureUpgrade_StructureLevel3, Upgrade_WildFissureLevel3
Trace

Starting builder → WildPorter → GoblinFissure → GoblinFissureCommandSetLevel3 → Command_ConstructWildMountainGiant

Source definitiondata/ini/commandbutton.ini:29308

Command_ConstructWildMountainGiant

FIELD NOTES

Strategy

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.

Source definitiondata/ini/object/evilfaction/units/wild/mountaingiant.ini:2

WildMountainGiant