Pippin and Merry Build and Guide Lotr Rise To War

Rarity:
Tier 1

Specialties:
Support
Tip Master

Stats:
Might: 32+0.58xLVL
Speed: 85+1.39xLVL
Focus: 85+1.55xLVL

Race:
Hobbit

In LOTR Rise To War Frodo Merry and Pippin are at the bottom of the Commander tier list, not because of their stats, but because of their skills and utility. They are still quite good among Commanders from the lower tier list, with decent Focus stats but below average for the rest of the stats.

Merry and Pippin are two of the most well-known characters from LotR lore and folklore among the Hobbit race, as well as from the LotR trilogy. Merry and Pippin are Tier 1 Commanders, and the first thing you should notice and acknowledge about them is their base trait, “Support.”

The “Support” trait grants Merry and Pippin +25 (Commander) Focus and + 5 Skill points, and he works best with units that deal a lot of damage because their supportive skills and traits provide extra sustain, resulting in a powerful combo. The highest stat of Merry and Pippin is Focus, which reduces the damage that their designated army takes during battle. When your Commander levels up, you will gain a skill point to spend in their skill tree.

Merry and Pippin’s skill tree has four main skills and thus four different focus points, which we will discuss here. It’s worth noting that each of these four main skills is linked to two additional skills that you’ll gain access to after leveling up the main skill to level 2. On Commander Respect level 0, you will have two main skills to begin with.

Pippin and Merry Build LOTR Rise To War
Pippin and Merry Build

Respect level 0 Build

“War Chant” is the first of two starting main skills. When the “War Chant” skill is active, it grants the following benefits: – (All allied units) Damage + %, (Each round) effect reduces by 1/3. This is your priority skill in the early game, and you should max it out; even though the effect decreases with each round, it’s still a much better skill than the second main skill.

Furthermore, at max level, the “War Chant” skill slows the effect’s reduction to 1/4. It’s worth noting that the “War Chant” skill is referred to as a “title” rather than a “skill,” which means that once unlocked and equipped with a skill point, it will function as a passive skill. As previously stated, when you level up the “War Chant” skill to level 2, you will unlock two additional skills that you can level up. These are the two abilities:

  • Relief: (Allied unit with the highest Defense) Recovers %HP (effect modified by Focus stat). This skill has a two-round cooldown.
  • Level-headed: (Allies) Removes one random debuff and restores a percentage of HP. This skill has a two-round cooldown.
    Both of these skills should be maxed out as well because they will provide your units with excellent sustain and healing.

The percentage of naturally effective stats increases as you level up addressed skills.

The second main skill is “Harfoots,” which, when activated, will provide the following information: – Time required to complete tips – percent There isn’t much to say about this skill; it’s great if you want to build Merry and Pippin in such a way that they will be your tip completionists, but battling it is pointless. It’s worth noting that “Harfoots”skill” is referred to as a “title” rather than a “skill,” which essentially means that once unlocked and equipped with a skill point, it will act as a passive skill.

Furthermore, at the maximum level of “Harfoots”skill, Merry and Pippin will act as two Commanders when completing. This can be very useful for “snowballing” through tips, and if you take this route, you will save time compared to other Commanders. When you level up “Harfoots” to level 2, you will gain access to two new skills:

  • Pipe-weed Connoisseur: (Commander) Focus +% and (Commander) Might -%
  • Inquisitive: Percentage of experience gained from tips
    Naturally, if you build Merry and Pippin as tip completionists, you’ll want to max out “Inquisitive” as well for extra experience.

The percentage of naturally effective stats increases as you level up addressed skills.

Respect level 3 Build

When you reach the third level of respect with Merry and Pippin, you will be able to unlock and level up their third main skill, “Hobbit Adventurer.” When “Hobbit Adventurer” is active, it will provide: – (Men and Hobbits) The amount of damage received is – percent. This is a skill tree to focus on in the mid-game and advance up until late game with it alongside “War Chant”; while it isn’t great for bursting, which is a priority when battling, it will provide your units with additional sustain and damage mitigation.

It’s worth noting that the “Hobbit Adventurer” skill is referred to as a “title” rather than a “skill,” which essentially means that once unlocked and equipped with a skill point, it will act as a passive skill. These stats increase as you level up the skill, just like any other main skill. Hobbit units will gain +5 HP points at the maximum level of the “Hobbit Adventurer” skill. When you level up “Hobbit Adventurer” to level 2, you will gain access to two new skills:

  • Ent-friend: (Army) Speed (Ent) +amount
  • Giant Slayer: (Commander) Increases damage against large units by a percentage.
    You can put some points into these two skills depending on your situation; it may be a waste of skill points, but if you want to recruit Ent units and are fighting large units, they can be useful.
    The percentage of naturally effective stats increases as you level up addressed skills.

Respect level 5 Build

Finally, when you reach Respect level 5 with Merry and Pippin, you will be able to unlock and level up their fourth main skill, “Palantir Scryer” which when activated will give you:

  • (This Commander) has a % chance of succumbing to Madness for two rounds (2 allied units) Damage received – % for the next two hits (effect modified by Focus stat). This should be your main focus in the late game, and you should invest your skill points from “Hobbit Adventurer” into it.

These stats increase as you level up the skill, just like any other main skill. The chance of succumbing to Madness is reduced to 15% at the maximum level of the “Palantir Scryer” skill. It’s worth noting that the “Palantir Scryer” skill is referred to as a “title” rather than a “skill,” which means that once unlocked and equipped with a skill point, it will function as a passive skill. This ability has a one-round cooldown. When you level up “Palantir Scryer” to level 2, you will gain access to two new skills:

  • The Wild Magic: (Against 1 enemy target) Deals % Focus damage (effect modified by Focus stat), 1 allied unit inflicts an additional % Focus damage (effect modified by Focus stat). This skill has a three-round cooldown.
  • Fanaticism: (All melee units) Increases damage by a percentage each round.
    Needless to say, if you want to take Merry and Pippin to battle, you must have both of these skills maxed out if you have reached Respect level 5 with them; these are their best burst/damage abilities.

The percentage of naturally effective stats increases as you level up addressed skills.