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HomeHome / Total War: WARHAMMER II / Crooked Moon Mutinous Gits (Mortal Empires) / Units / Goblin Great Shaman (Giant Wolf)
Goblin Great Shaman (Giant Wolf) Crooked Moon Mutinous Gits (Mortal Empires)Crooked Moon Mutinous Gits (Mortal Empires) Command

Goblin Great Shaman (Giant Wolf)

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 (Giant Wolf)

Unit Name

Goblin Great Shaman (Giant Wolf)

Main Unit Key

wh_main_grn_cha_goblin_great_shaman_1

Land Unit Key

wh_main_grn_cha_goblin_great_shaman_1

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Wizard

Naval Unit Group

Wizard

Soldiers

1

Caste

Lord

Category

Cavalry

Class

Command

Cost

650

Recruitment Cost

1100

Upkeep Cost

275

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

50

Melee Defence

26

├ Base Defence

26

├ Shield

none

└ Shield Defence

0

Armour

25

├ Armour

wh2_main_leather_25

├ Armour Defence

25

└ Shield Armour

0

Health

4076

├ Man Entity

wh_main_grn_cha_goblin_great_shaman_blood_dismembers

├ Man Speed

33

├ Man Health

8

├ Bonus Hit Points

4060

├ Mount

wh_main_grn_mnt_giant_wolf_hero

├ Mount Entity

wh_main_grn_wolf_mount_hero_blood

├ Mount Speed

92

└ Mount Health

8

Leadership (Base Morale)

55

Abilities

  • Don't Even Try It
    Goblins, in general, are a little twitchy to say the least. If you’ve flinched too soon, you’re probably already dead.
  • Arcane Conduit
    A strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits - funnelling the magical tempests to their cause.

Attributes

  • Encourage
    This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • {{tr:guerrilla_deployment}}
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • Very Fast
    This unit can run circles around most other units, taunting and harassing the enemy or evading its missile fire.