Left Panel
menu
HomeHome / Total War: WARHAMMER II / Last Defenders / Units / Zoats
Zoats Last DefendersLast Defenders Melee Infantry

Zoats

Its origins and purpose are a mystery, but a Zoat’s legendary strength and innate power are known by all who share its battlefield.

Massive, mace-wielding, and aggressively territorial when encountered up close, Zoats are in fact highly magical creatures that prefer to avoid detection in the wild. Instead they will rouse the trees and undergrowth to crush and strangle interlopers before taking any direct action. Their magical abilities are used in an instinctive manner not gained through study or ritual, enabling them to imbue a forest with a reputation so dreadful that even marauding Orcs and rampaging warherds will give the area a wide berth. When eldritch storms erupt upon the world, it is possible to draw the creatures out of their reclusive forest homes to bind them into service. On the battlefield a Zoat can knock swathes of enemies down with a single sweeping swing of its weapon while simultaneously using its innate connection to the Winds of Magic.

Zoats

Unit Name

Zoats

Main Unit Key

wh2_dlc16_wef_mon_zoats

Land Unit Key

wh2_dlc16_wef_mon_zoats

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Monstrous Beasts

Naval Unit Group

Monstrous Beasts

Soldiers

16

Caste

Monstrous Infantry

Category

Melee Infantry

Class

Melee Infantry

Cost

1700

Recruitment Cost

1700

Upkeep Cost

425

Melee Attack

30

Weapon Strength (Weapon Damage)

100

├ Melee Weapon

wh2_dlc16_wef_zoat

├ Melee Damage Base

30

├ Melee Damage Ap

70

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

26

└ Bonus vs Infantry

0

Charge Bonus

28

Melee Defence

40

├ Base Defence

40

├ Shield

none

└ Shield Defence

0

Armour

60

├ Armour

wh2_main_body_60

├ Armour Defence

60

└ Shield Armour

0

Health

526

├ Man Entity

wh2_dlc16_wef_zoat_blood

├ Man Speed

64

├ Man Health

8

└ Bonus Hit Points

518

Leadership (Base Morale)

65

Abilities

  • Earth Blood
    The Wizard draws wholesome energies from the soil, imbuing companions with the natural resilience of the earth.
  • Flesh to Stone
    This spell temporarily transforms allies' mortal flesh into unbreakable rock, increasing tenfold their resistance to attack.

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.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • Woodsman
    This unit can pass through trees.

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • Forest Stalker
    Wood Elf units gain accuracy benefits when fighting in forests.
  • 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.
  • Anti-Large
    Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.