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HomeHome / Total War: WARHAMMER II / Spirit of the Jungle / Units / Nakai the Wanderer
Nakai the Wanderer Spirit of the JungleSpirit of the Jungle Command

Nakai the Wanderer

Is he the eldest of the Kroxigor Ancients or the murderous spirit of the deepest jungle made flesh? You won't have long to decide!

The ancient Kroxigor known as Nakai the Wanderer is a revered creature, regarded by Skink Priests as a powerful jungle-spirit made manifest. As part of the legendary First Spawning, he is a mighty protector of the Lizardmen and can appear anywhere during times of need. Originally home at Tlanxla, Nakai was left masterless following the city's destruction during the Great Catastrophe. Since then, Nakai has wandered where the Great Plan deems his presence necessary. His arrival is a tangible portent that a battle of great import is about to take place. In the aftermath, the Skink Priests treat Nakai with deference, adorning his massive, battle-scarred body with ceremonial tokens.

Nakai the Wanderer

Unit Name

Nakai the Wanderer

Main Unit Key

wh2_dlc13_lzd_cha_nakai_0

Land Unit Key

wh2_dlc13_lzd_cha_nakai_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Monstrous Infantry

Naval Unit Group

Monstrous Infantry

Soldiers

1

Caste

Lord

Category

Melee Infantry

Class

Command

Cost

1650

Recruitment Cost

1650

Upkeep Cost

412

Melee Attack

60

Weapon Strength (Weapon Damage)

520

├ Melee Weapon

wh_dlc13_lzd_nakai_club

├ Melee Damage Base

140

├ Melee Damage Ap

380

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

32

Melee Defence

40

├ Base Defence

40

├ Shield

none

└ Shield Defence

0

Armour

120

├ Armour

wh2_main_body_120

├ Armour Defence

120

└ Shield Armour

0

Health

7368

├ Man Entity

wh2_dlc13_lzd_mon_nakai

├ Man Speed

50

├ Man Health

8

└ Bonus Hit Points

7360

Leadership (Base Morale)

80

Abilities

  • Miasma of Despair
    Being able to slow the foe, drain it of energy and the will to fight on, is a mighty power to wield.
  • Primal Roar
    The rallying cry of the ancient, endless, deathless, and vicious.
  • Cold-Blooded
    While Lizardmen may be slow to react due to their cold-blooded nature, this also makes them stoic in battle.

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.
  • Encourage
    This unit provides a 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

  • 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.
  • Aquatic
    Whereas some units struggle to fight and move in shallow water, aquatic units excel.
  • Predatory Senses
    These units are natural hunters that can sense prey hiding nearby.