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HomeHome / Total War: WARHAMMER III / Wintertooth / Units / Fimir Balefiend (Shadows)
Fimir Balefiend (Shadows) WintertoothWintertooth Heroes

Fimir Balefiend (Shadows)

Balefiends revel in the instability they create between worlds, urging the Dark Gods to favour the Fimir once again.

A millennia ago, amphibious humanoids known as the Fimir were favoured by the Chaos Gods. Then, as the Gods turned their attentions to the more vibrant and amusing race of man, the Fimir were abandoned. Having since existed in reclusion, they now have a common cause with the Norscan tribes, doing the bidding of the Ruinous Powers as way of regaining their favour. Their mysterious Balefiends wield a powerful magic that appears crude and ritualistic to outsiders, but is incredibly potent. They spend prolonged periods away from the swamps, harvesting power from daemons to destabilise the barrier between the mortal world and the Realm of Chaos.

Fimir Balefiend (Shadows)

Unit Name

Fimir Balefiend (Shadows)

Main Unit Key

wh_dlc08_nor_cha_fimir_balefiend_shadow_0

Land Unit Key

wh_dlc08_nor_cha_fimir_balefiend_shadow_0

Land Unit Group Parents

Heroes

Land Unit Group

Wizard

Caste

Hero

Category

Melee Infantry

Class

Command

Custom Battle Cost

550

Recruitment Cost

1000

Upkeep Cost

188

Number of Units

1

Hit Points

5040

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu7d_fimir_2handed_staff

├ Man Entity

wh2_dlc16_monster_fimir_balefiend_hero_blood

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

5032

Mass

1500

└ Man Mass

1500.0000

Armour

65

├ Armour

wh2_main_heavy_metal_65

├ Shield

none

Missile Block Chance

0

Leadership

70

Speed

54

└ Man Speed

54

Melee Attack

27

Melee Defence

35

Weapon Strength

400

├ Melee Weapon

wh_dlc08_nor_balefiend_staff

Base Weapon Damage

80

Armour-Piercing Weapon Damage

320

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

25

Abilities

  • 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%
  • From the Mist
    Dark figures move and twist within the magical miasma woven by the Fimir Balefiends as additional protection against the foe.
    [[img:ui/Battle UI/ability_icons/resistance_missile.png]] Missile Resistance +20
  • 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.
  • Evasion
    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.
    Speed x 105%
    Melee Defence +5

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.

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Scaly Skin
    Scaly skin or hides help to dampen or deflect the damage caused by missile weapons, increasing this unit's [[img:ui/battle ui/ability_icons/resistance_missile.png]]Missile Resistance.