Strong vs. Pikemen
Fell spirits have long haunted the ruined castles of ancient Angmar. When the Witch-king rode North in pursuit of the Ring, he sent these spirits forth, to inhabit the bodies of long-dead Arnorian soldiers.
Base statistics · Build time: 20s · 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
RisenDunedain · RisenDead_Build
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.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.633 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
55
0
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
AttackRange
30.0
30
MeleeWeapon
Yes
—
DelayBetweenShots
ISENGARD_WILDMAN_DELAYBETWEENSHOTS
633
PreAttackDelay
ISENGARD_WILDMAN_PREATTACKDELAY
567
PreAttackType
PER_SHOT
—
FiringDuration
ISENGARD_WILDMAN_FIRINGDURATION
633
FireFX
FX_GondorSwordHit
—
FireFlankFX
FX_Flanking
—
Source definitiondata/ini/weapon.ini:46
RisenDunedain
weaponset toggle 1
PRIMARY
RisenDunedainTouchofRuin · RisenDead_Build
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.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.633 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
55
0
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
LeechRangeWeapon
Yes
—
AttackRange
30.0
30
MeleeWeapon
Yes
—
DelayBetweenShots
ISENGARD_WILDMAN_DELAYBETWEENSHOTS
633
PreAttackDelay
ISENGARD_WILDMAN_PREATTACKDELAY
567
PreAttackType
PER_SHOT
—
FiringDuration
ISENGARD_WILDMAN_FIRINGDURATION
633
FireFX
FX_GondorSwordHit
—
FireFlankFX
FX_Flanking
—
Source definitiondata/ini/weapon.ini:66
RisenDunedainTouchofRuin
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
RisenDead · RisenDead_Build
Damage type
Received
DEFAULT
110%
SLASH
95%
PIERCE
50%
SPECIALIST
50%
CAVALRY
200%
CRUSH
160%
SIEGE
100%
FLAME
100%
FROST
100%
MAGIC
100%
HERO
150%
HERO_RANGED
125%
STRUCTURAL
80%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:3512
RisenDead
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
Touch of Ruin (R)
Requires level 2
For 20 seconds, Dead of Arnor reduce the armour of those they strike by 10%
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.