Base statistics · Build time: 80s · 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
SECONDARY
SmaugPlowAttack · WildSmaug
Range ⓘMaximum attack distance in game units. Melee weapons have short ranges; archers can attack from farther away.24Pre-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.4,000 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
SIEGE
250
80
No upgrade gate specified
FLY_INTO
100
80
No upgrade gate specified
SIEGE
500
24
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
RadiusDamageAffects
ENEMIES NOT_SIMILAR ALLIES
—
AttackRange
24.0
24
AcceptableAimDelta
5
5
DelayBetweenShots
4000
4,000
FiringDuration
4500
4,500
FireFX
FX_BuildingHitByFlyer
—
AntiAirborneVehicle
Yes
—
AntiAirborneMonster
Yes
—
AntiAirborneInfantry
Yes
—
MeleeWeapon
No
—
CanSwoop
Yes
—
ChaseWeapon
Yes
—
Source definitiondata/ini/weapon.ini:63301
SmaugPlowAttack
Base equipment
TERTIARY
SmaugClawAttack · WildSmaug
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.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.250 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.2
Damage type
Damage / hit
Splash radius
Conditions
SIEGE
500
80
No upgrade gate specified
Weapon timing, targeting & source
Property
Game value
Resolved value
AttackRange
20.0
20
AcceptableAimDelta
5
5
DelayBetweenShots
250
250
ClipSize
2
2
ClipReloadTime
2000
2,000
AutoReloadsClip
Yes
—
FireFX
FX_FellbeastClawAttack
—
AntiAirborneVehicle
Yes
—
AntiAirborneInfantry
Yes
—
AntiAirborneMonster
Yes
—
MeleeWeapon
Yes
—
CanSwoop
Yes
—
ChaseWeapon
Yes
—
Source definitiondata/ini/weapon.ini:63353
SmaugClawAttack
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
DrogothArmor · WildSmaug
Damage type
Received
DEFAULT
10%
CRUSH
1%
MAGIC
10%
HERO
50%
HERO_RANGED
55%
FLAME
1%
FROST
10%
PIERCE
10%
SIEGE
10%
STRUCTURAL
25%
LOGICAL_FIRE
0%
UNDEFINED
1%
Source definitiondata/ini/armor.ini:5263
DrogothArmor
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
Land (W)
Left click to land
Left click then left click target area
Cooldown 1s
Effect values & implementation
Property
Game value
Resolved value
Enum
SPECIAL_TOGGLE_MOUNTED
—
ReloadTime
1000
1,000
Flags
NO_FORBIDDEN_OBJECTS
—
ForbiddenObjectFilter
ANY +STRUCTURE
—
ForbiddenObjectRange
5
5
Source definitiondata/ini/commandbutton.ini:19225
Command_SmaugDismount
active
Wings Like A Hurricane (R)
Requires Level 3
Shoots a shockwave of force below Smaug, causing meta damage to enemies
Left click icon then left click on target area
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.