Doombull
Battle, blood and carnage are the harbingers of Doom.As the savage Minotaur Lords of the Beastmen, the Doombull charge their enemies head on. Their vicious horns skewer all in their path, and anything left standing will feel the devastating brunt of their dual-bound chains. Though lacking in intelligence, these Bloodcallers make up for it with sheer animal strength, and a brutality of nature that drives them to gore and trample their foes with unbridled, bloodthirsty abandon.
Unit Name Doombull |
Main Unit Key wh2_dlc17_bst_cha_doombull_0 |
Land Unit Key wh2_dlc17_bst_cha_doombull_0 |
Land Unit Group Parents Heroes |
Land Unit Group Melee Specialist |
Caste Lord |
Category Melee Infantry |
Class Command |
Custom Battle Cost 1250 |
Recruitment Cost 0 |
Upkeep Cost 0 |
Number of Units 1 |
6668 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu12_dlc17_doombull |
├ Man Entity wh2_dlc17_bst_cha_doombull_blood |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 6660 |
3500 |
└ Man Mass 3500.0000 |
100 |
├ Armour wh2_main_heavy_metal_100 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 80 |
64 |
└ Man Speed 64 |
Melee Attack 47 |
38 |
460 |
├ Melee Weapon wh2_dlc17_bst_doombull |
├ Base Weapon Damage 120 |
├ Armour-Piercing Weapon Damage 340 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 45 |
Abilities
-
Barbed-Knuckle Boxing
A brutally simple weapon makes the Doombull’s incredible punching power more than enough to puncture armour and cause dreadful injury.
Melee Attack +24
Armour-Piercing Weapon Damage x 125%
Base Weapon Damage x 125% -
Wounds
Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
Speed x 90%
Armour-Piercing Weapon Damage x 80%
Base Weapon Damage x 80% -
Slaughterer's Call
The Minotaur Lord's blood-lust is infectious - his followers revel in the murder and gore!
Charge Bonus x 110%
Melee Attack +8
Leadership +8 -
Bloodgreed
Becoming more savage and frenzied the greater the scent and sight of blood.
Charge Bonus x 115%
Melee Attack +16
Armour-Piercing Weapon Damage x 120% -
Deadly Onslaught
Such is the power and ferocity of the champion, that those who stand in his way will falter against the warrior's impact.
Charge Bonus x 160%
Armour-Piercing Weapon Damage x 125%
Base Weapon Damage x 125%
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 leadership bonus to nearby allies. Units within range of both the 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. -
Woodsman
This unit can pass through trees.
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. - Melee Expert
Melee Experts might have a very strong melee attack or melee defence, or high values in both. Some also have melee-focused skills like [[img:ui/battle ui/ability_icons/charge_defense.png]]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.
Faction Availability | |
---|---|
Immortal Empires |