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HomeHome / Total War: WARHAMMER II / Dark Elves / Units / Malekith (Cold One)
Malekith (Cold One) Dark ElvesDark Elves Command

Malekith (Cold One)

Malekith has done much and risked much more to achieve dominion; he will do more still…

The Witch King is the supreme ruler of Naggaroth, and the eternal enemy of the High Elves. Long ago, he sought the claim Ulthuan's crown, but the Flames of Asuryan left him scarred by fire and twisted with hatred. In the years since, Malekith has many times attempted to scour Ulthuan from the face of the world, but each time has been undone by cruel fate or the incompetence of craven underlings. Yet the Witch King is immortal, and knows he will outlast those who foolishly believe themselves his betters. The day is fast approaching where old debts and insults will finally be repaid, and Malekith will do anything within his power to hasten its arrival.

Malekith (Cold One)

Unit Name

Malekith (Cold One)

Main Unit Key

wh2_main_def_cha_malekith_1

Land Unit Key

wh2_main_def_cha_malekith_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

1500

Recruitment Cost

1550

Upkeep Cost

387

Melee Attack

65

Weapon Strength (Weapon Damage)

420

├ Melee Weapon

wh2_main_def_malekith_cold_one

├ Melee Damage Base

126

├ Melee Damage Ap

294

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

65

Melee Defence

55

├ Base Defence

55

├ Shield

wh_missile_block_35_metal

└ Shield Defence

0

Armour

145

├ Armour

wh2_main_plate_110

├ Armour Defence

110

└ Shield Armour

35

Health

4980

├ Man Entity

wh2_main_def_infantry_hero_blood_malekith_rider

├ Man Speed

36

├ Man Health

8

├ Bonus Hit Points

4964

├ Mount

wh2_main_def_mnt_cold_one_armoured_hero

├ Mount Entity

wh2_main_def_cavalry_cold_one_170_hero_blood

├ Mount Speed

68

└ Mount Health

8

Leadership (Base Morale)

85

Abilities

  • Murderous Prowess
    Slaughter! There is no greater glorification of Khaine, the God of Murder, and no more popular form of worship amongst the Dark Elves. It is through killing that Dark Elves rise above other beings. Once engulfed in enough bloodshed, they will often feel their murderous prowess increase, as if Khaine himself was guiding the blades of his disciples.
  • Murderous Prowess Indicator
    Once enough blood has been shed, the Dark Elves’ murderous prowess increases, as if Khaine himself was guiding his disciples' blades!
  • Gaze of Malice
    If looks could kill… Oh wait, it turns out that they can…
  • Stand Your Ground!
    On the battlefield, the craven's path is an easy one, but for those champions that choose to stand? Fortune will surely favour them and their troops.

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.
  • Immune to Psychology
    The unit is immune to psychological attacks (fear and terror).

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • Armoured & Shielded
    Armoured units can block damage from any source apart from Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
  • 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.
  • Melee Expert
    Melee Experts might have a very strong Charge Defence. Use them to counter other strong melee units. When facing them, it is best to take them out before they can enter melee.