Goblin Great ShamanA 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.
Unit NameGoblin Great Shaman
Main Unit Keywh_main_grn_cha_goblin_great_shaman_0
Land Unit Keywh_main_grn_cha_goblin_great_shaman_0
Naval Unit Keywh_main_shp_transport
Land Unit GroupWizard
Naval Unit GroupWizard
Custom Battle Cost350
├ Melee Weaponwh_main_grn_goblin_sword_caster_hero
├ Melee Damage Base200
├ Melee Damage Ap80
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry0
├ Base Defence26
└ Shield Defence0
├ Armour Defence25
└ Shield Armour0
├ Man Entitywh_main_grn_cha_goblin_great_shaman_blood_dismembers
├ Man Speed33
├ Man Health8
└ Bonus Hit Points3680
Leadership (Base Morale)55
- 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 Warboss lifts his head and unleashes a mighty "WAAAGH!" – the boyz echo this terrifying roar as the entire Greenskin horde surges towards the enemy!
Those with such skills can evade enemy attacks with ease and break from combat, should they feel that it is tactically important to do so.
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
This unit can cast spells.
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