Malekith

ID: wh2_main_def_cha_malekith_0

Unit

Malekith
Wizard
1 1200 300
Spellcaster
Armoured & Shielded
Melee Expert
4,288
Armour 90
Leadership 85
Speed 36
Melee Attack 65
Melee Defence 55
Weapon Strength 420
Charge Bonus 45

About

Unit Description

Malekith has done much and risked much more to achieve dominion; he will do more still…

Historical Description

The Witch King is the supreme ruler of Naggaroth, and the eternal enemy of the High Elves. Long ago, he sought the claim Ulthuan's crown, but the Flames of Asuryan left him scarred by fire and twisted with hatred. In the years since, Malekith has many times attempted to scour Ulthuan from the face of the world, but each time has been undone by cruel fate or the incompetence of craven underlings. Yet the Witch King is immortal, and knows he will outlast those who foolishly believe themselves his betters. The day is fast approaching where old debts and insults will finally be repaid, and Malekith will do anything within his power to hasten its arrival.

Abilities

Murderous Prowess

Slaughter! There is no greater glorification of Khaine, the God of Murder, and no more popular form of worship amongst the Dark Elves. It is through killing that Dark Elves rise above other beings. Once engulfed in enough bloodshed, they will often feel their murderous prowess increase, as if Khaine himself was guiding the blades of his disciples.

Murderous Prowess Indicator

Once enough blood has been shed, the Dark Elves’ murderous prowess increases, as if Khaine himself was guiding his disciples' blades!

Gaze of Malice

If looks could kill… Oh wait, it turns out that they can…

Stand Your Ground!

On the battlefield, the craven's path is an easy one, but for those champions that choose to stand? Fortune will surely favour them and their troops.

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.

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.

Immune to Psychology

The unit is immune to psychological attacks (fear and terror).

Strengths & Weaknesses

Armoured & Shielded

Armoured units can block damage from any source apart from Armour-Piercing damage. Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.

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 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.

Spellcaster

This unit can cast spells.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.60
Acceleration 3.00
Deceleration 4.00
Charge Speed 4.40
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 30.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Command
Move Action Points 2100
Melee Attack 65
Melee Defence 55
Charge Bonus 45
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 85
Bonus Hit Points 4280
Unit Stats
Unit Caste Lord
Unit Weight Heavy
Unit Group Wizard
Unit Group Parent Lords
Recruitment Turns 1
Recruitment Cost 1200
Upkeep Cost 300
Unit Size 1
Melee CP 1150
Missile CP

Equipment

Melee Weapon
Weapon Size Medium
Weapon Type Sword
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 273
Weapon AP Damage 147
Building Damage 150
Armour
Armour Value 90
Shield
Missile Block Chance 60