Arcane Phoenix - Unit | Total War: WARHAMMER II Database Arcane Phoenix - Unit | Total War: WARHAMMER II Database

Arcane Phoenix

ID: wh2_dlc15_hef_mon_arcane_phoenix_0

Unit

Arcane Phoenix
Monstrous Beast
1 1850 450
Armour-Piercing
Rebirth
Attuned to Magic
Death from Above
7,158
Armour 50
Leadership 90
Speed 80
Melee Attack 46
Melee Defence 40
Weapon Strength 440
Charge Bonus 58

About

Unit Description

To the Asur, the fabled airborne companions of Asuryan the Creator are both the harbingers of woe and bearers of hope.

Historical Description

The Arcane Phoenix is a majestic and fearsome creature, with a wingspan typically as great as any of the mighty war-eagles of the High Elves. They are cloaked in blazing feathers that can turn the sharpest arrow, their true power bound to their nature as a creature of spirit and fire; the living embodiments of the destructive and purging Wind of Aqshy. Flames dance across their pinions to sear their prey whenever they attack, a long pair of feathered tails leaving a spray of blazing sparks and embers in their wake as they swoop across the battlefield. Wizards go to great lengths to bind Arcane Phoenixes to their will whenever they appear, both to command their considerable power as well as to keep their destructive wrath out of the hands of their enemies.

Abilities

Emberstorm

The Phoenix's spiralling dive whips the Winds of Magic into a swirling vortex of magical flame.

Fiery Rebirth

Upon death, the potent arcane energies of the Phoenix erupt into a magnificent pyre.

Attuned to Magic

Some creatures, such as the Phoenix, are infused with magic and use the arcane Winds to fly upon and immerse themselves in.

Attributes

Can Cause Fear

This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

Can Cause Terror

This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.

Strengths & Weaknesses

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.

Attuned to Magic

This unit has magical attacks and becomes stronger when the winds of magic are in full gale.

Death from Above

While airborne, this unit can use a special attack to damage enemies below.

Rebirth

When death is imminent, this unit has a chance of regaining some of its health.

Detailed Stats

Battle Entity Stats
Unit Size Large
Unit Type Giant
Hit Points 8
Walk Speed 3.00
Run Speed 8.00
Acceleration 8.00
Deceleration 10.00
Charge Speed 10.00
Ch. Dist. to Commence Run 30.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 30.00
Turn Speed 150
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Melee Infantry
Move Action Points 2100
Melee Attack 46
Melee Defence 40
Charge Bonus 58
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 90
Bonus Hit Points 7150
Unit Stats
Unit Caste Monster
Unit Weight Heavy
Unit Group Monstrous Beast
Unit Group Parent Monsters & Beasts
Recruitment Turns 2
Recruitment Cost 1850
Upkeep Cost 450
Unit Size 1
Melee CP 1850
Missile CP

Equipment

Melee Weapon
Weapon Size Medium
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 140
Weapon AP Damage 300
Building Damage 100
Armour
Armour Value 50
Shield
Missile Block Chance 0