
Azazel skill planner
SlaaneshLegendary lordUnit stats
57 skills, line by line as the game lays them out. Click or tap a skill to put a point in it; right-click or long-press takes one back. Skills that need others first stay grey until they have them; the rank counter shows the rank a character needs for the build (one point per rank, up to 50).
- Supple & SpryUnlocks at rank 7
Missile resistance: 10%This one’s writhing form can slowly caress and tease, but also move like lightning when required, knocking a projectile from the air or batting it back at the foe. - Voice of the Dark Gods
Leadership aura size: +40%This Lord speaks with a dread booming voice - a gift from his Dark Masters to ensure obedience. - Hearts of Iron
Vigour loss reduction: -15% (Lord's army)The followers of Chaos need not to rest, they march on with iron hearts desperate to harvest souls. - Army of RenownUnlocks at rank 10 · 3 levelsLevel 1 · free at rank 10
Regiments of Renown army capacity: +2 (own army)Level 2 · free at rank 20
Regiments of Renown army capacity: +4 (own army)Level 3 · free at rank 30
Regiments of Renown army capacity: +6 (own army)If their renown does them justice, they will be fit to serve one whose fame they will never outstrip. - MentorUnlocks at rank 30 · 3 levelsLevel 1
Character experience gain: +20% (Heroes in Lord's army)
Character will share +15% of experience earned between all other active LordsLevel 2 · rank 40
Character experience gain: +35% (Heroes in Lord's army)
Character will share +30% of experience earned between all other active LordsLevel 3 · rank 50
Character experience gain: +50% (Heroes in Lord's army)
Character will share +50% of experience earned between all other active LordsHaving learned much in their long years of service, this character now turns their attention to training others.
- Unmatched BeautyUnlocks at rank 12
Ability: "Temptator"
Winds of Magic cost: -2 for "Phantasmagoria"
Winds of Magic cost: -4 for "Phantasmagoria Upgraded"Beneath flax-fine hair and a crown of lacquered horns sit eyes full of innocence; and yet they are cruel, calculating and without pity. - Drive for Perfection
Melee attack: +5 for embedded Heroes (Lord's army)
Character experience gain: +15% (all Heroes)Requires: Unmatched BeautyTo supplicate the Damned Prince is not only to worship him, but to follow in his immaculate footsteps. - Impeccable Taste
Passive ability: "Soul Feeder"
Souls gained from battles: +15% (Lord's army)Requires: Unmatched BeautyFine silks bedecked with alluring jewels of malevolent magic empower this statuesque form. - Serpent's Kiss
Passive ability: "Serpentine Tail"
Bonus vs Infantry: +12Requires: Unmatched BeautyLong and delicate, Azazel’s double-headed tail suspends with graceful movements, belying its potential to lacerate with extreme violence. - Ecstatic Adoration
Casualty replenishment rate: +6% (factionwide)
Control: +6 (local province)Requires: Unmatched Beauty“…From the day You were Chosen
All wrongdoing found You,
Filled with lawlessness and sin,
Yet perfect in Your ways…” - Paradise Found
Passive ability: "Paragon of Excess"
Path to Glory: -25% Souls cost to upgrade characters to a Daemon Prince of Slaanesh (all characters)
Path to Glory: -25% Souls cost to devote to Slaanesh (all characters)
Slaanesh Authority: +2 (Lord's army)Requires 3 of: Drive for Perfection, Impeccable Taste, Serpent's Kiss, Ecstatic AdorationOne cannot experience the greatest pleasures without first experiencing the greatest pains.
- Rapid Ruination
Speed: +12%Swift flashes of an agile form and razor-sharp blades are all this Daemon Lord's victims see of him, but by then it's already far, far too late. - Devastating Charge2 levelsLevel 1
Charge bonus: +15Level 2
Charge bonus: +30Requires: Rapid RuinationSome creatures charge home with such fury that the very ground shakes beneath their feet. - Thick-Skinned2 levelsLevel 1
Armour: +7Level 2
Armour: +15Requires: Rapid RuinationCreatures with tough hides or some kind of natural armour are tough nuts to crack - even a powerful attack may fall foul of their thick-skin. - Hard to Hit2 levelsLevel 1
Melee defence: +6Level 2
Melee defence: +12Requires: Rapid RuinationHand-to-hand combat is a lethal match of cut and thrust. However, it’s not all about offensive strikes; parries and other defensive moves can also win the day. - Deadly Blade2 levelsLevel 1
Melee attack: +6Level 2
Melee attack: +12Requires: Rapid RuinationA deadly blade is especially lethal when in the hands of this master death-maker, killer and slaughterer! - Foe-Seeker
Ability: "Foe-Seeker"Requires all: Devastating Charge, Thick-Skinned, Hard to Hit, Deadly BladeFrom one bloodied, lifeless corpse to the next, this one is always looking for the next adversary to best. - Wound-Maker2 levelsLevel 1
Weapon strength: +10%Level 2
Weapon strength: +20%Requires: Foe-SeekerSuch is their power and ferocity, a wound-maker will ravage the foe, cutting and pulverising until there is only one exit - death. - Scarred Veteran2 levelsLevel 1
Hit points: +7%Level 2
Hit points: +15%Requires: Foe-SeekerThe scars on this storied warrior reveal a veteran of many battles, a being not easy to kill and one worthy of respect and fear. - Indomitable2 levelsLevel 1
Leadership: +6Level 2
Leadership: +12Requires: Foe-SeekerThe iron will and indomitable presence of this leader ensures their followers remain steadfast when facing peril. - Blade Shield2 levelsLevel 1
Melee defence: +6Level 2
Melee defence: +12Requires: Foe-SeekerA blade that sings in defence will not let its wielder be penetrated. - Deadly Onslaught
Ability: "Deadly Onslaught"Requires all: Blade Shield, Wound-Maker, Scarred Veteran, IndomitableThe war is endless. The cycle of charging, clashing, and bloody hand-to-hand fighting is without end. It will never stop.
- Lash of Slaanesh2 levelsLevel 1
Cooldown: -30% to "Lash of Slaanesh"
Overcast spell: "Lash of Slaanesh Upgraded"Level 2
Cooldown: -50% to "Lash of Slaanesh"
Miscast base chance: -15% for "Lash of Slaanesh Upgraded"
Overcast spell: "Lash of Slaanesh Upgraded"
Winds of Magic cost: -1 for "Lash of Slaanesh"
Winds of Magic cost: -2 for "Lash of Slaanesh Upgraded" - Blissful Rapture
Passive ability: "Blissful Rapture"Requires: Lash of Slaanesh - Acquiescence2 levelsLevel 1
Cooldown: -30% to "Acquiescence"
Overcast spell: "Acquiescence Upgraded"Level 2
Cooldown: -50% to "Acquiescence"
Miscast base chance: -15% for "Acquiescence Upgraded"
Overcast spell: "Acquiescence Upgraded"
Winds of Magic cost: -1 for "Acquiescence"
Winds of Magic cost: -2 for "Acquiescence Upgraded"Requires: Lash of Slaanesh - Pavane of Slaanesh2 levelsLevel 1
Cooldown: -30% to "Pavane of Slaanesh"
Spell: "Pavane of Slaanesh"
Overcast spell: "Pavane of Slaanesh Upgraded"Level 2
Cooldown: -50% to "Pavane of Slaanesh"
Miscast base chance: -15% for "Pavane of Slaanesh Upgraded"
Overcast spell: "Pavane of Slaanesh Upgraded"
Winds of Magic cost: -2 for "Pavane of Slaanesh"
Winds of Magic cost: -3 for "Pavane of Slaanesh Upgraded"Requires: Lash of Slaanesh - Hysterical Frenzy2 levelsLevel 1
Cooldown: -30% to "Hysterical Frenzy"
Spell: "Hysterical Frenzy"
Overcast spell: "Hysterical Frenzy Upgraded"Level 2
Cooldown: -50% to "Hysterical Frenzy"
Miscast base chance: -15% for "Hysterical Frenzy Upgraded"
Overcast spell: "Hysterical Frenzy Upgraded"
Winds of Magic cost: -2 for "Hysterical Frenzy"
Winds of Magic cost: -3 for "Hysterical Frenzy Upgraded"Requires: Lash of Slaanesh - Evasion
Passive ability: "Evasion"Requires all: Blissful Rapture, Acquiescence, Pavane of Slaanesh, Hysterical Frenzy - Slicing Shards2 levelsLevel 1
Cooldown: -30% to "Slicing Shards"
Spell: "Slicing Shards"
Overcast spell: "Slicing Shards Upgraded"Level 2
Cooldown: -50% to "Slicing Shards"
Miscast base chance: -15% for "Slicing Shards Upgraded"
Overcast spell: "Slicing Shards Upgraded"
Winds of Magic cost: -2 for "Slicing Shards"
Winds of Magic cost: -3 for "Slicing Shards Upgraded"Requires: Evasion - Phantasmagoria2 levelsLevel 1
Cooldown: -30% to "Phantasmagoria"
Spell: "Phantasmagoria"
Overcast spell: "Phantasmagoria Upgraded"Level 2
Cooldown: -50% to "Phantasmagoria"
Miscast base chance: -15% for "Phantasmagoria Upgraded"
Overcast spell: "Phantasmagoria Upgraded"
Winds of Magic cost: -2 for "Phantasmagoria"
Winds of Magic cost: -3 for "Phantasmagoria Upgraded"Requires: Evasion - Earthing
Miscast base chance: -15%Requires: EvasionBy stabbing a staff or some arcane conduit into the ground, an accomplished magic-user can earth or tether the Winds and hopefully reduce a chance of miscasting. - Magical Reserves
Winds of Magic power reserve capacity: +5Requires: EvasionA few magic-users have the ability to store the Winds of Magic for later use, increasing their spellcasting power when it really counts. - Arcane Conduit
Passive ability: "Arcane Conduit"Requires all: Earthing, Magical Reserves, Slicing Shards, Phantasmagoria
- Dominating Presence
Unit experience gain per turn: +75 (Lord's army)
Character's aura leadership effect: +5A Chaos Lord dominates – lesser beings cringe from a being that is so intently under scrutiny from the Dark Gods. - Chaos Vanguard3 levelsLevel 1
Melee attack: +4 for all non-Daemonic Infantry units (Lord's army)Level 2
Armour: +6 for all non-Daemonic Infantry units (Lord's army)
Melee attack: +6 for all non-Daemonic Infantry units (Lord's army)Level 3
Armour: +12 for all non-Daemonic Infantry units (Lord's army)
Melee attack: +8 for all non-Daemonic Infantry units (Lord's army)Requires: Dominating PresenceTo the Northmen, there is no greater honour than to fight and perish under the gaze of the Gods. - Savage Bloodlust3 levelsLevel 1
Armour: +4 for all Daemonic melee units (Lord's army)Level 2
Armour: +8 for all Daemonic melee units (Lord's army)
Charge bonus: +8 for all Daemonic melee units (Lord's army)Level 3
Armour: +12 for all Daemonic melee units (Lord's army)
Charge bonus: +12 for all Daemonic melee units (Lord's army)Requires: Dominating PresenceThe Daemons of Chaos bay for blood, spurred on by a chorus of agonised screams. - Warp Fire3 levelsLevel 1
Melee defence: +4 for all Daemonic Missile and Flying units (Lord's army)Level 2
Melee defence: +6 for all Daemonic Missile and Flying units (Lord's army)
Missile strength: +8% for all Daemonic Missile units (Lord's army)
Speed: +4% for all Daemonic Flying units (Lord's army)Level 3
Melee defence: +8 for all Daemonic Missile and Flying units (Lord's army)
Missile strength: +12% for all Daemonic Missile units (Lord's army)
Speed: +6% for all Daemonic Flying units (Lord's army)Requires: Dominating PresenceAs dark wings take to the skies and Daemon arrows bear down, the enemies of Chaos know their end is near. - Hammer into Anvil3 levelsLevel 1
Charge bonus: +6 for all non-Daemonic Cavalry and Chariot units (Lord's army)Level 2
Charge bonus: +6 for all non-Daemonic Cavalry and Chariot units (Lord's army)
Melee defence: +6 for all non-Daemonic Cavalry and Chariot units (Lord's army)Level 3
Charge bonus: +12 for all non-Daemonic Cavalry and Chariot units (Lord's army)
Melee defence: +8 for all non-Daemonic Cavalry and Chariot units (Lord's army)Requires: Dominating PresenceBreaking bones and ending lives, the armies of Chaos strike like an unholy hammer crashing through their enemies' ranks. - Monstrous Strength3 levelsLevel 1
Weapon strength: +4% for all non-Daemonic war beasts, monstrous and monster units (Lord's army)Level 2
Melee attack: +6 for all non-Daemonic war beasts, monstrous, and monster units (Lord's army)
Weapon strength: +6% for all non-Daemonic war beasts, monstrous and monster units (Lord's army)Level 3
Melee attack: +8 for all non-Daemonic war beasts, monstrous, and monster units (Lord's army)
Weapon strength: +10% for all non-Daemonic war beasts, monstrous and monster units (Lord's army)Requires: Dominating PresenceHulks of pure muscle, held upright by unsullied hatred, can crush a man with a frightening lack of effort. - Doomfire3 levelsLevel 1
Ammunition: +10% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)Level 2
Ammunition: +15% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)
Missile strength: +8% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)Level 3
Ammunition: +20% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)
Missile strength: +12% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)Requires: Dominating PresenceSubdue the enemy with savage fire, as flaming projectiles burn a trail across the sky. - Rally!
Ability: "Rally!"Requires all: Chaos Vanguard, Savage Bloodlust, Warp Fire, Hammer into Anvil, Monstrous Strength, Doomfire - Legion of Doom
Armour: +10 for all Infantry units (Rank 7 and above) (Lord's army)
Melee defence: +5 for all Infantry units (Rank 7 and above) (Lord's army)
Spell resistance: 20% for all Infantry units (Rank 7 and above) (Lord's army)Requires: Rally!The legions march forth under the Lord's inscrutable gaze, eager to kill for fear of his wrath. - Speed & Malice
Melee attack: +5 for all Cavalry, Chariot and Flying units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for all Cavalry, Chariot and Flying units (Rank 7 and above) (Lord's army)
Speed: +10% for all Cavalry, Chariot and Flying units (Rank 7 and above) (Lord's army)Requires: Rally!The worthiest of Chaos' vanguard are blessed with the most elaborate mutations, which also enable them to move faster for longer. - Freakish Mutations
Leadership: +8 for all war beasts, monstrous and monster units (Rank 7 and above) (Lord's army)
Melee attack: +5 for all war beasts, monstrous, and monster units (Rank 7 and above) (Lord's army)
Ward save: +5% for all war beasts, monstrous and monster units (Rank 7 and above) (Lord's army)Requires: Rally!Mutations awarded by the Chaos Gods to their followers may look horrific to southerners, but such gifts are prized. - Malevolent Ranger
Armour: +10 for all Missile units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for all Missile units (Rank 7 and above) (Lord's army)
Reload time reduction: +10% for all Missile units (Rank 7 and above) (Lord's army)Requires: Rally!To devastate one's enemies from afar is the key to controlling the battlefield. - Stand or Die!
Replaces: "Rally!"
Ability: "Stand or Die!"Requires 1 of: Speed & Malice, Freakish Mutations, Malevolent Ranger, Legion of Doom
- Route Marcher
Campaign movement range: +5%Those who know the land and its secrets will travel faster and further than the foes who don't. - Despoilers3 levelsLevel 1
Income from raiding: +10% (Lord's army)
Income from sacking settlements: +5% (Lord's army)Level 2
Income from raiding: +20% (Lord's army)
Income from sacking settlements: +10% (Lord's army)Level 3
Income from raiding: +30% (Lord's army)
Income from sacking settlements: +15% (Lord's army)Requires: Route MarcherTo despoil, to corrupt and ruin, to break the mortals and take their gods from them - this is what Chaos wants. - Serve or Die3 levelsLevel 1
Recruitment cost: -5% (Lord's army)Level 2
Unit Upgrades cost: -5% for all units
Recruitment cost: -10% (Lord's army)Level 3
Unit Upgrades cost: -10% for all units
Recruitment cost: -15% (Lord's army)Requires: Route Marcher"You will serve me, wretch, or you will die, there is no other option." - Devoted of Chaos3 levelsLevel 1
Increased experience gain: +10% for units when fighting against the Forces of Order (Lord's army)Level 2
Increased experience gain: +15% for units when fighting against the Forces of Order (Lord's army)
Souls gained from battles: +10%Level 3
Increased experience gain: +20% for units when fighting against the Forces of Order (Lord's army)
Souls gained from battles: +15%Requires: Route MarcherNo act of faith can rival reaving the souls of the slain; a dark and twisted offering in honour of the Ruinous Powers. - Ruination3 levelsLevel 1
Attrition suffered by defender: +10% when laying siege or encircling (local region)Level 2
Attrition suffered by defender: +20% when laying siege or encircling (local region)
Control: -4 (local enemy province)Level 3
Attrition suffered by defender: +40% when laying siege or encircling (local region)
Control: -8 (local enemy province)Requires: Route Marcher"This stinking mortal Hold will fall, my masters have foreseen it. Bring them ruin!" - Unholy Resilience
Casualty replenishment rate: +30% for this Lord
Wound recovery time: -1 turnsRequires all: Despoilers, Serve or Die, Devoted of Chaos, RuinationThis willing servant of the Ruinous Powers has a resilience that is beyond any mortal measure. - Lightning Strike3 levelsLevel 1
Enemy battle reinforcement time: +25%
Battle reinforcement time: -10%
Reinforcements supporting this army can have their arrival point adjusted by +250 metres without incurring any time penaltyLevel 2
Enemy battle reinforcement time: +50%
Battle reinforcement time: -20%
Reinforcements supporting this army can have their arrival point adjusted by +600 metres without incurring any time penaltyLevel 3
Enemy battle reinforcement time: +50%
Battle reinforcement time: -30%
Reinforcements supporting this army can have their arrival point adjusted by +1000 metres without incurring any time penalty
Enables lightning strike battles when reinforcements are presentRequires: Unholy Resilience"The time to strike is now!" - Foetid Gallipot3 levelsLevel 1
Casualty replenishment rate: +2% (Lord's army)
Attrition: -10% casualties suffered from all attrition (Lord's army)Level 2
Casualty replenishment rate: +4% (Lord's army)
Attrition: -20% casualties suffered from all attrition (Lord's army)Level 3
Casualty replenishment rate: +6% (Lord's army)
Attrition: -30% casualties suffered from all attrition (Lord's army)Requires: Unholy ResilienceA pungent mix of fell unguents ensures the unholy vitality of one’s minions. - Blessed by Evil3 levelsLevel 1
Post battle chance of stealing a magic item: +5%
Income from post-battle loot: +5%Level 2
Post battle chance of stealing a magic item: +10%
Income from post-battle loot: +10%Level 3
Post battle chance of stealing a magic item: +15%
Income from post-battle loot: +15%Requires: Unholy ResilienceFor one fighting with the favour of the Ruinous Powers, glory and riches come naturally. - Premonition3 levelsLevel 1
Ambush defence chance: +10% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%Level 2
Ambush defence chance: +20% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +20%Level 3
Ambush defence chance: +30% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +30%Requires: Unholy ResilienceVisions cloud the mind, prophesising the arrival of the enemy and uncovering every shadow in which they lurk. - Dark Seducer
Souls gained from battles: +10%
Slaanesh corruption: +1 (local province)
Campaign movement range: +5%
Income from post-battle loot: +10%Requires all: Premonition, Lightning Strike, Foetid Gallipot, Blessed by EvilFew could resist such sultry wiles, drawing so many to corruption's insidious grasp.
All effects of this build
No skills taken yet.
Like lines are added up; a skill counts at the highest level taken (each level lists its totals). Army of Renown fills itself in at its ranks.
Source: character_skill_node_sets, character_skill_nodes, character_skill_node_links (REQUIRED and SUBSET_REQUIRED), character_skill_level_details, character_skills_to_level_reached_criterias, character_skill_nodes_skill_locks and character_experience_skill_tiers, patch 9.0, via the WH3-Dump export. The general tree only: faction and campaign variants of a tree are not included.