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HomeHome / Total War: WARHAMMER III / Crooked Moon / Units / Goblin Great Shaman (Giant Wolf)
Goblin Great Shaman (Giant Wolf) Crooked MoonCrooked Moon Lords

Goblin Great Shaman (Giant Wolf)

A 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.

Goblin Great Shaman (Giant Wolf)

Unit Name

Goblin Great Shaman (Giant Wolf)

Main Unit Key

wh_main_grn_cha_goblin_great_shaman_1

Land Unit Key

wh_main_grn_cha_goblin_great_shaman_1

Land Unit Group Parents

Lords

Land Unit Group

Wizard

Caste

Lord

Category

Cavalry

Class

Command

Custom Battle Cost

650

Recruitment Cost

1100

Upkeep Cost

275

Number of Units

1

Hit Points

4027

├ Mount

1

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu5_goblin_wf1_wolf_staff_and_sword

├ Man Entity

wh_main_grn_cha_goblin_great_shaman_blood_dismembers

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

4019

Mass

300

└ Man Mass

300.0000

Armour

25

├ Armour

wh2_main_leather_25

├ Shield

none

Missile Block Chance

0

Leadership

55

Speed

33

└ Man Speed

33

Melee Attack

24

Melee Defence

26

Weapon Strength

280

├ Melee Weapon

wh_main_grn_goblin_sword_caster_hero

Base Weapon Damage

200

Armour-Piercing Weapon Damage

80

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

50

Abilities

  • Don't Even Try It
    Goblins, in general, are a little twitchy to say the least. If you’ve flinched too soon, you’re probably already dead.
  • 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%
  • 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

  • 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.
  • Vanguard Deployment
    This unit can deploy outside the deployment zone.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • Very Fast
    This unit can run circles around most other units, taunting and harassing the enemy or evading its missile fire.