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HomeHome / Total War: WARHAMMER II / The Drowned / Units / Rotting Leviathan
Rotting Leviathan The DrownedThe Drowned Melee Infantry

Rotting Leviathan

A gargantuan, annihilative force of nature, unnaturally brought back from death to wreak yet more death.

A living Leviathan is truly a sight to behold. With the appearance of an immense crab typically measuring at least thirty feet across, its seaweed-strewn carapace is said to be as strong as steel. With beady eyes searching upon stunted stalks, it hunts for prey to grab with its claws and shove into its gaping maw. Although there was once a cult dedicated to worshipping them, Leviathans are thought not to be creatures of Chaos, just naturally destructive ones. Scholars believe that the few which exist live on the deepest sea floors, only ever rising to the surface to wreak havoc on passing galleons. In any case, it is notoriously difficult to control a living Leviathan – only once felled and killed can a Necromancer hope to bring one under their command with the appropriate incantations, a feat only achievable by the most learned magic-users.

Rotting Leviathan

Unit Name

Rotting Leviathan

Main Unit Key

wh2_dlc11_cst_mon_rotting_leviathan_0

Land Unit Key

wh2_dlc11_cst_mon_rotting_leviathan_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Monster

Naval Unit Group

Monster

Soldiers

5

Caste

Monster

Category

War Beast

Class

Melee Infantry

Cost

2000

Recruitment Cost

2000

Upkeep Cost

500

Melee Attack

52

Weapon Strength (Weapon Damage)

400

├ Melee Weapon

wh2_dlc11_cst_rotting_leviathan_claws

├ Melee Damage Base

120

├ Melee Damage Ap

280

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

15

Charge Bonus

24

Melee Defence

42

├ Base Defence

42

├ Shield

none

└ Shield Defence

0

Armour

150

├ Armour

wh2_main_bone_150

├ Armour Defence

150

└ Shield Armour

0

Health

9862

├ Man Entity

wh2_dlc11_cst_mon_rotting_leviathan_blood

├ Man Speed

50

├ Man Health

8

├ Bonus Hit Points

9846

├ Mount

wh2_dlc11_cst_mnt_rotting_leviathan

├ Mount Entity

wh2_dlc11_cst_mon_rotting_leviathan_blood

├ Mount Speed

50

└ Mount Health

8

Leadership (Base Morale)

55

Abilities

  • Crumbling
    The dead do not rest easily in the Old World. Those summoned by Vampires and Necromancers no longer have mortal concerns - they serve only their master's will.
  • Disintegrating
    The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects, leaving naught but dust.

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.
  • Expert Charge Defence
    When bracing, this unit negates the charge bonus of any attacker.
  • {{tr:wh2_dlc09_undead_description}}

Strengths & Weaknesses

  • Causes Terror
    This unit can fear themselves.
  • 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.
  • Aquatic
    Whereas some units struggle to fight and move in shallow water, aquatic units excel.
Requires Buildings
Rotting Leviathan Lv. 0 Bulk Cargo Hold
Bulk Cargo Hold
(wh2_dlc11_vampirecoast_ship_hold_3)
Level 2
Cape of Conjuring
Cape of Conjuring
(wh2_dlc11_vampirecoast_support_monsters_3)
Level 2