Unofficial fan reference · game data patch 9.0.4 (Oct 15, 2026)

Total War: Warhammer III · Tzeentch

Tzeentch units

Tzeentch field 59 units in Total War: Warhammer III, with 2 legendary lords and 2 playable factions. Patch 9.0.4, from the game's data tables.

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Lords (12)

Heroes (8)

Melee infantry (8)

Missile infantry (4)

Monstrous infantry (5)

Melee cavalry (3)

Missile cavalry (1)

Monstrous cavalry (1)

Chariots (2)

Monsters (5)

Regiments of Renown (10)

Lords (12)

UnitModelsHPArmourLead.SpeedMAMDWSRangeDmg/10sCostUpkeep
14,64010075335060490——1,000250
13,8088070334844360——1,000250
13,8088070334844360——1,000250
17,8283080905050450——1,000500
17,8283080905050450——1,000500
13,80835703835353751303751,000250
13,80835703835353751303751,000250
18,0485085903520420——1,000100
18,0484085905656470——1,000100
The ChangelingvsWizard Lord
14,3212575503050375——1,000250
15,0008070355555470——1,000250
17,6003080805555450——1,900475

Heroes (8)

UnitModelsHPArmourLead.SpeedMAMDWSRangeDmg/10sCostUpkeep
13,4083565383030300130338900225
13,4083565383030300130338900225
13,5208060334240315——1,000250
13,5208060334240315——1,000250
14,06810070334550420——1,000250
13,52020709535253801303751,200—
Aekold HelbrassvsMelee Specialist
15,80812080356040470——2,000—
111,2506055383530375——3,000250

Melee infantry (8)

UnitTierModelsHPArmourLead.SpeedMAMDWSCostUpkeep
11209,360156035342828425106
21209,360156035253725500125
TzaangorsvsAxe Infantry
21209,600506238263830650175
21009,0001007528364436825200
2808,000857046322058825206
21009,0001007528304234925231
Chosen of TzeentchvsSword Infantry
38010,48012085284660481,350338
48010,48012085283656461,500375

Missile infantry (4)

UnitTierModelsHPArmourLead.SpeedMAMDWSRangeDmg/10sCostUpkeep
21607,680550382022249019500125
2806,40025703822262813025700175
3807,200357538303832130311,000250
418,18890707542354502505001,900475

Monstrous infantry (5)

UnitTierModelsHPArmourLead.SpeedMAMDWSRangeDmg/10sCostUpkeep
Chaos Furies (Tzeentch)vsFlying Melee Infantry
2605,2802550110361844——550138
Screamers of TzeentchvsFlying Monstrous Infantry
2164,880306085262260——700175
Flamers of TzeentchvsMonstrous Missile Infantry
2123,08410605028124690304800213
Spawn of TzeentchvsMonstrous Infantry
3168,76810100423628170——1,000250
ChangebringersvsMonstrous Missile Infantry
4123,216106095281246903041,500375

Melee cavalry (3)

UnitTierModelsHPArmourLead.SpeedMAMDWSCostUpkeep
Centigors of TzeentchvsBestial Cavalry Great Weapons
2606,7203560842222341,200300
3608,10012075704250531,500375
4608,10012075704238531,600400

Missile cavalry (1)

UnitTierModelsHPArmourLead.SpeedMAMDWSRangeDmg/10sCostUpkeep
2605,4601548902220248024700175

Monstrous cavalry (1)

UnitTierModelsHPArmourLead.SpeedMAMDWSCostUpkeep
4245,88012080954436801,600400

Chariots (2)

UnitTierModelsHPArmourLead.SpeedMAMDWSRangeDmg/10sCostUpkeep
245,7361107078222840——850213
Burning Chariot of TzeentchvsFlying Missile Chariot
414,9802070853528400901,0131,600400

Monsters (5)

UnitTierModelsHPArmourLead.SpeedMAMDWSRangeDmg/10sCostUpkeep
CockatricevsFlying Monster
316,1203560904638420——1,100275
3111,2506060383530375——1,300325
313,18010705034203651501,0131,300325
Lord of ChangevsFlying Monster
417,0283075904545420——1,700425
518,0887065664540460——2,000525

Regiments of Renown (10)

UnitTierModelsHPArmourLead.SpeedMAMDWSRangeDmg/10sCostUpkeep
518,0887075665650460——2,600650
3807,200358538384832130311,250337
245,632908078293640——1,000250
4245,8801209095544580——1,700425
Shrieking Skyrays (Screamers of Tzeentch)vsFlying Monstrous Infantry · Renown
2164,880307085342960——1,000238
21607,680560382729249019750188
417,0289085905656420——1,850463
The Severed Claw (Aspiring Champions)vsHalberd Infantry · Renown
4169,0401209032405290——1,500375
2807,20025803829342813025950237
Wyrd Spawn (Chaos Spawn)vsMonstrous Infantry · Renown
3168,76810100424536170——1,300325

Best Tzeentch units by the numbers — the most health, damage, armour or range per kind of unit, and per 1,000 gold

Legendary lords (2)

The Changeling

The Changeling

The Deceivers

Collection of Faces
  • Immune to diplomatic penalties from trespassing
  • Establish Trickster Cults instead of occupying territory
  • Can replenish and recruit in foreign territory
  • Armies are hidden in regions with Trickster Cult buildings
Kairos Fateweaver

Kairos Fateweaver

Oracles of Tzeentch

Keeper of the Destiny Scrolls
  • Construction time: -33% for all buildings (factionwide)
  • Character experience gain: +20% (all Lords)
  • Battle reinforcement time: -50%
  • Hero action success chance: +15% (all characters)

Factions (2)

Tzeentch starting positions on the map

Where each Tzeentch lord starts the Immortal Empires campaign, on one picture of the map with the Tzeentch land at the start. Drawn from the game's own map, patch 9.0.4; open a picture for the full size with every name.

Tzeentch starting positions in Immortal Empires, Total War: Warhammer III patch 9.0.4: Kairos Fateweaver, The Changeling on the campaign map
Tzeentch starting positions

Where each of the 2 Tzeentch lords starts the Immortal Empires campaign, with their factions' names, the Tzeentch land on turn one in colour (6 settlements named) and the other factions' leaders around them. 2,088×3,340 pixels.

Tzeentch mechanics

In-game description ▾

Tzeentch – the Changer of the Ways – is the Chaos God of magic, evolution, manipulation and trickery. He is flux incarnate – the God who truly embodies the endless, broiling change that is Chaos. It is Tzeentch above all who holds the terrible knowledge of fate and destiny in his talons. His worshippers are desperate to share in such lore but are merely pawns in the Great Game; another piece to move on the board and outplay the other Chaos Gods.

To serve Tzeentch is to invite insanity. His servants weave their own complex webs of influence and manipulation, founding cults in high society as well as armed legions of puppet-followers. They pay no mind to the fact that their master views such plots as mere petty distractions, for the Architect of Fate's own design is aeons in the making.

Campaign

Collect Grimoires to hatch treacherous plots to manipulate the destiny of all beings through the Changing of the Ways, whilst teleporting armies around the world.

Battle

Tzeentch is a race that excels at spellcasting, missile firepower and flying units. Its units are protected by a magical barrier that absorbs damage and is replenished when not taking damage. Casting spells generates favour from Tzeentch that can be used on army abilities.

The game's own playstyle notes for this race.

Climate

Suitable

  • Chaotic Wasteland
  • Frozen
  • Temperate Island
  • Magical Forest
  • Temperate
  • Wasteland

Unpleasant

  • Jungle
  • Mountain
  • Savannah

Uninhabitable

  • Desert
  • Ocean
  • Undead Wasteland

How settling Tzeentch fares in each climate (campaign_group_racial_suitability_effects and its member criteria). What each level does, for every race.