Frostheart Phoenix
The touch of an aged Phoenix is enough to freeze a warrior to death.As a Flamespyre Phoenix ages, its body cools, and even begins to sap heat from its surroundings. Finally the plumage that once blazed with fire grows heavy with frost and ice. Once this occurs, the Phoenix must leave the Flamespyres, for the chill that surrounds it causes agony in its brightly burning kin. Most such Frostheart Phoenixes dwell in lonely exile on crags about the Eataine Coast until their bodies finally freeze solid, to leave curious frozen statues along the crags and cliff tops. The ice that sheathes its form is as hard as glass, and its enemies find their own strength and resolve eaten away by its chilly presence. Knowing they can no longer resurrect themselves in magical fire, the Frostheart Phoenixes fight even harder in the defence of their homeland, determined to end their existence striking a final blow against the enemies of Ulthuan.
Unit Name Frostheart Phoenix |
Main Unit Key wh2_main_hef_mon_phoenix_frostheart |
Land Unit Key wh2_main_hef_mon_phoenix_frostheart |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Flying Monster |
Naval Unit Group Flying Monster |
Soldiers 1 |
Caste Monster |
Category Melee Infantry |
Class Melee Infantry |
Cost 1650 |
Recruitment Cost 1650 |
Upkeep Cost 415 |
Melee Attack 35 |
400 |
├ Melee Weapon wh2_main_hef_frostheart_phoenix |
├ Melee Damage Base 120 |
├ Melee Damage Ap 280 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 40 |
48 |
├ Base Defence 48 |
├ Shield none |
└ Shield Defence 0 |
80 |
├ Armour wh2_main_plate_80 |
├ Armour Defence 80 |
└ Shield Armour 0 |
6598 |
├ Man Entity wh2_main_hef_mon_phoenix_frostheart |
├ Man Speed 80 |
├ Man Health 8 |
└ Bonus Hit Points 6590 |
Leadership (Base Morale) 85 |
Abilities
- Attuned to Magic
Some creatures, such as the Phoenix, are infused with magic and use the arcane Winds to fly upon and immerse themselves in. - Blizzard Aura
The Frostheart is surrounded by icy shards and biting winds with every great flap of its mighty wings.
Attributes
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack. - Causes Terror
This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
Strengths & Weaknesses
- Armoured
Armoured units can block damage from any source apart from Armour-Piercing damage. - Armour-Piercing
The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets. - Magical Aura
This unit is surrounded by one or more magical auras that either support nearby friends or harm its foes. - Attuned to Magic
This unit has magical attacks and becomes stronger when the winds of magic are in full gale.
Requires Buildings | |
---|---|
Lv. 0 |
Temple of Asuryan
(wh2_main_hef_worship_2) Level 1
Sanctuary of Asuryan
(wh2_main_hef_worship_3) Level 2 |
Faction Availability | |
---|---|
The Eye of the Vortex |