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HomeHome / Total War: WARHAMMER III / Warherd of the Shadowgave / Units / Doombull
Doombull Warherd of the ShadowgaveWarherd of the Shadowgave Heroes

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.

Doombull

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

Hit Points

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

Mass

3500

└ Man Mass

3500.0000

Armour

100

├ Armour

wh2_main_heavy_metal_100

├ Shield

none

Missile Block Chance

0

Leadership

80

Speed

64

└ Man Speed

64

Melee Attack

47

Melee Defence

38

Weapon Strength

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.