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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.

Goblin Great 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

Soldiers

1

Category

Melee Infantry

Class

Command

Custom Battle Cost

350

Recruitment Cost

1000

Upkeep Cost

250

Melee Attack

24

Weapon Strength (Weapon Damage)

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

Melee Defence

26

├ Base Defence

26

├ Shield

none

└ Shield Defence

0

Armour

25

├ Armour

wh_main_grn_goblin_leather

├ Armour Defence

25

└ Shield Armour

0

Health

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

Goblin Great Shaman
  • 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 [[img:icon_morale]][[/img]]leadership bonus to nearby allies. Units within range of both the [[img:icon_general]][[/img]]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

No Strengths and Weaknesses