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HomeHome / Total War: WARHAMMER II / Lizardmen / Units / Lord Mazdamundi (Zlaaq)
Lord Mazdamundi (Zlaaq) LizardmenLizardmen Command

Lord Mazdamundi (Zlaaq)

With singular determination, Mazdamundi will enact the Great Plan - the complete extermination of the unfit races!

Lord Mazdamundi is the oldest and most powerful of the living Slann Mage-Priests. At the Dawn of Creation he was instructed by none other than Lord Kroak himself. With a matchless mind unfathomable to others, Mazdamundi is obstinate in his way and will not be deterred from that upon which he has decided. Although it took many interruptions to his thoughtful contemplations, at last the great Slann has fully bestirred himself, shaking off the lethargy that has afflicted so many of his kind. In the last few centuries he has become the most proactive of all the Mage-Priests. When riled, the Lord of the Solar-City will levitate his palanquin-throne atop the largest Stegadon that can be found. The current beast, a colossal specimen named Zlaaq, has served Mazdamundi for almost five hundred years. Once aloft on his mount, Mazdamundi will march out at the head of the armies of Hexoatl. With a flick of his wrist, Mazdamundi has smashed cities and doomed armies. His Great Purpose does not allow for mercy.

Lord Mazdamundi (Zlaaq)

Unit Name

Lord Mazdamundi (Zlaaq)

Main Unit Key

wh2_main_lzd_cha_lord_mazdamundi_1

Land Unit Key

wh2_main_lzd_cha_lord_mazdamundi_1

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Wizard

Naval Unit Group

Wizard

Soldiers

3

Caste

Lord

Category

War Beast

Class

Command

Cost

1800

Recruitment Cost

1800

Upkeep Cost

450

Melee Attack

26

Weapon Strength (Weapon Damage)

480

├ Melee Weapon

wh2_main_lzd_ancient_stegadon

├ Melee Damage Base

140

├ Melee Damage Ap

340

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

18

Charge Bonus

70

Melee Defence

32

├ Base Defence

32

├ Shield

none

└ Shield Defence

0

Armour

130

├ Armour

wh2_main_body_130

├ Armour Defence

130

└ Shield Armour

0

Health

10084

├ Man Entity

wh2_main_lzd_infantry_standard_mazdamundi_rider

├ Man Speed

30

├ Man Health

8

├ Bonus Hit Points

10068

├ Mount

wh2_main_lzd_mnt_stegadon_zlaaq

├ Mount Entity

wh2_main_lzd_mon_stegadon_platform_zlaaq

├ Mount Speed

50

└ Mount Health

8

Leadership (Base Morale)

85

Abilities

  • Cold-Blooded
    While Lizardmen may be slow to react due to their cold-blooded nature, this also makes them stoic in battle.
  • Shield of the Old Ones
    The resilience of the Old Ones is channelled into an energy barrier that protects its users from the full brunt of magical attacks against them.
  • Greater 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.
  • The Ruination of Cities
    The Lord unleashes a force of seismic power like no other, causing the tectonic plates themselves to shift and buckle at his behest.
  • Banishment
    Creatures of the dark beware, for the Mage casts a ball of pure light to banish enemies of White Wizardry.

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.
  • Encourage
    This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Fire Whilst Moving
    This unit can fire while on the move.

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Armour-Piercing Melee
    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.