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HomeHome / Total War: WARHAMMER II / Grey Seer Clan / Units / Doom-Flayers
Doom-Flayers Grey Seer ClanGrey Seer Clan Chariot

Doom-Flayers

It's not quite as bad as it sounds… In fact, it's far, far worse. Prepare to die.

The Doom-Flayer is a motorised iron ball of whirling blades that was first deployed during the merciless underground battles against the Dwarfs of the World's Edge Mountains. Various incarnations of this Skaven killing machine with spinning, stabbing and slashing blades were used to assail the Dawi's subterranean strongholds. The first few Doom-Flayers were largely Skaven-powered, as the pushing crew generated much of the impetus needed to drive the whirling weaponry. The Skaven crew, protected by a scrap-barrier of old shields, metal-reinforced planks, and even the patched-together armour plates of fallen enemies, could just about avoid incoming missile fire and steer the device to plough into enemy lines.

Doom-Flayers

Unit Name

Doom-Flayers

Main Unit Key

wh2_dlc12_skv_veh_doom_flayer_0

Land Unit Key

wh2_dlc12_skv_veh_doom_flayer_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

War Machine

Naval Unit Group

War Machine

Soldiers

4

Caste

Chariot

Category

War Machine

Class

Chariot

Cost

1200

Recruitment Cost

1200

Upkeep Cost

300

Engine Missile Damage

0

├ Engine

wh2_dlc12_skv_veh_doom_flayer

├ Missile Weapon

├ Projectile

├ Missile Damage

├ Missile Ap Damage

└ Base Reload Time

Accuracy

10

Range

Reload

0

Shots Per Minute

Ammunition

0

Melee Attack

26

Weapon Strength (Weapon Damage)

95

├ Melee Weapon

wh2_dlc12_skv_doom_flayer

├ Melee Damage Base

30

├ Melee Damage Ap

65

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

26

Charge Bonus

40

Melee Defence

22

├ Base Defence

22

├ Shield

none

└ Shield Defence

0

Armour

90

├ Armour

wh2_main_heavy_metal_90

├ Armour Defence

90

└ Shield Armour

0

Health

1394

├ Man Entity

wh2_main_skv_infantry

├ Man Speed

42

├ Man Health

8

└ Bonus Hit Points

1386

Leadership (Base Morale)

60

Abilities

  • The Best Defence
    There's no better defence than attack… preferably with this mass of whirling blades. Stay on the right side of it if you want to live!
  • Scurry Away!
    "He who runs away lives to fight another day!" - so the foul, craven adage goes.

Attributes

No Attribute

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.
  • Anti-Infantry
    Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that affects a large area.
Requires Buildings
Doom-Flayers Lv. 0 Warp-Forge
Warp-Forge
(wh2_main_skv_engineers_2)
Level 1
Warp-Turbine Plant
Warp-Turbine Plant
(wh2_main_skv_engineers_3)
Level 2