Goblin Great Shaman
A Great Shaman summons the power of Gork and Mork, ravaging any in his way.A Goblin Shaman's spells are weedy and irritating, but dangerous - just like Goblins themselves. While Orc Shamans tend to be seen as trance-addled buffoons, Goblin Shamans are cagey and cunning, if no less odd. They often use their magic to barter for tribal influence. Many Goblin Shamans work their way into a top position, either directly advising the Warboss or even taking the command role themselves. Any Greenskin that opposes a Goblin Shaman is apt to suffer nasty rashes, mysterious beetle infestations or some other wicked malady. In battle, Goblin Shamans turn their spiteful spells towards slaying, or at least annoying, the foe. These spells are more subtle than their larger kin's, but no less effective. When an enemy fails to charge because they have doubled up with itchy hives, or the weapons of the Greenskins seem to dart unerringly for weak spots in a foe's armour, it is often due to the magic of a Goblin Shaman.
Unit Name Goblin Great Shaman |
Main Unit Key wh_main_grn_cha_goblin_great_shaman_0 |
Land Unit Key wh_main_grn_cha_goblin_great_shaman_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Wizard |
Naval Unit Group Wizard |
Soldiers 1 |
Caste Lord |
Category Melee Infantry |
Class Command |
Custom Battle Cost 350 |
Recruitment Cost 1000 |
Upkeep Cost 250 |
Melee Attack 24 |
280 |
├ Melee Weapon wh_main_grn_goblin_sword_caster_hero |
├ Melee Damage Base 200 |
├ Melee Damage Ap 80 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 20 |
26 |
├ Base Defence 26 |
├ Shield none |
└ Shield Defence 0 |
25 |
├ Armour wh_main_grn_goblin_leather |
├ Armour Defence 25 |
└ Shield Armour 0 |
3358 |
├ Man Entity wh_main_grn_cha_goblin_great_shaman_blood_dismembers |
├ Man Speed 33 |
├ Man Health 8 |
└ Bonus Hit Points 3350 |
Leadership (Base Morale) 55 |
Abilities
- Stand Your Ground!
On the battlefield, the craven's path is an easy one, but for those champions that choose to stand? Fortune will surely favour them and their troops.
Attributes
- Encourage
This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses. - Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
- Spellcaster
This unit can cast spells.
Faction Availability | |
---|---|
Warhammer | |
The Season of Revelation |