Azhag the Slaughterer skill tree & build planner
GreenskinsLegendary lordUnit stats
59 skills, up to rank 50. Tap a skill for a point; long-press, right-click or − takes it back. The mount, items and stat card are under the tree.
Character
- SkullmunchaUnlocks at rank 14Mount: SkullmunchaSkullmuncha is Azhag’s wyvern - an incredibly vicious and temperamental beast that will only tolerate the Slaughterer on its back.
- Tunnel BossUnlocks at rank 5Leadership: +6 during subterranean siege battles (Lord's army)Leadership: +6 during subterranean intercept battles (Lord's army)Tunnel bosses are Greenskins who are good at shoutin’ and hollerin’ at mobs when underground, where space and sight is an issue.
- BellowerUnlocks at rank 5Leadership aura size: +25%A Bellower’s voice is as deep as it loud, carrying across the battlefield, making sure the boyz are focused on the carnage.
- Get on Wiv it!Unlocks at rank 11Passive ability: "Get on Wiv it!"Azhag has no tolerance for infighting, when he issues an order the boyz must "get on wiv it" or pay with a particularly grisly death.
- Dodgy GeezerUnlocks at rank 8Missile resistance: 10%You can’t trust ‘im. E’s a little bit woaah, a little bit Waaagh! Ya know? Well dodgy.
- Army of RenownUnlocks at rank 10 · 3 levelsLevel 1 · free at rank 10Regiments of Renown army capacity: +2 (own army)Level 2 · free at rank 20Regiments of Renown army capacity: +4 (own army)Level 3 · free at rank 30Regiments 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 1Character experience gain: +20% (Heroes in Lord's army)Character will share +15% of experience earned between all other active LordsLevel 2 · rank 40Character experience gain: +35% (Heroes in Lord's army)Character will share +30% of experience earned between all other active LordsLevel 3 · rank 50Character 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.
- Imbued by MadnessUnlocks at rank 12Passive ability: "Frenzy" for all Orc Boyz, Big 'Uns and Savage Orc infantry and cavalry units (Lord's army)Upkeep: -25% for all Orc Boyz, Big 'Uns and Savage Orc infantry and cavalry units (Lord's army)Held aloft and kept there by the rampant lunacy of their leader, Azhag's forces are all the stronger for his insane presence.
- Earthshaking OrdersMelee defence: +8 for all Orc Boyz, Big 'Uns and Savage Orc infantry and cavalry units (Lord's army)Speed: +12% for all Orc Boyz, Big 'Uns and Savage Orc infantry and cavalry units (Lord's army)Base missile damage: +15% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)Requires: Imbued by Madness"Stoopid gits, I sed NOWWWWW!!!!!!!"
- Insane VisionsHero capacity: +1 for ShamansHero recruit rank: +4 for Shamans (all provinces)Requires: Imbued by MadnessAzhag's mysterious crown whispers fell plans and dastardly schemes; sometimes he understands them and passes the general gist to the Shamans in his army.
- Not Orcy Enuff!Attribute: Vanguard Deployment for all Orc Boyz, Big 'Uns and Savage Orc infantry and cavalry units (Lord's army)Attrition: +15% when under siege (enemy armies in local region)Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +24%Requires: Imbued by MadnessThere are some who whisper that the Slaughterer's wild schemes are not sufficiently Orcy. Needless to say, the crown normally lets him know so he can weed out the dissenters.
- Wild AbandonCharge bonus: +20Melee attack: +8Requires: Imbued by MadnessEnchanted armour and weapons, and the influence of the crown, allows Azhag to 'let go' somewhat on the battlefield!
- Darkest NimbusBound spell: "Wind of Death"Passive ability: "Regeneration"Winds of Magic power reserve capacity: +15 (own army)Requires: 4 skill points across Earthshaking Orders, Insane Visions, Not Orcy Enuff!, Wild AbandonWhen the crown takes control Azhag falls into a trance, his eyes cloud over and he mutters and even argues with himself…
- Blade MasterMelee attack: +5This warrior is one with their blade; it is an extension of their will, making them a worthy foe in combat.
- Devastating Charge2 levelsLevel 1Charge bonus: +15Level 2Charge bonus: +30Requires: Blade MasterSome creatures charge home with such fury that the very ground shakes beneath their feet.
- Choppas2 levelsLevel 1Weapon strength: +10%Level 2Weapon strength: +20%Requires: Blade MasterOrc choppas are crude and hefty blades usually swung with violent joy by their owner. A choppa in full swing can have a brutal, crunching impact on the poor fool on the receiving end.
- Scarred Veteran2 levelsLevel 1Hit points: +7%Level 2Hit points: +15%Requires: Blade MasterThe scars on this storied warrior reveal a veteran of many battles, a being not easy to kill and one worthy of respect and fear.
- Deadly Blade2 levelsLevel 1Melee attack: +6Level 2Melee attack: +12Requires: Blade MasterA deadly blade is especially lethal when in the hands of this master death-maker, killer and slaughterer!
- Foe-SeekerAbility: "Foe-Seeker"Requires: 4 skill points across Devastating Charge, Choppas, Scarred Veteran, Deadly BladeFrom one bloodied, lifeless corpse to the next, this one is always looking for the next adversary to best.
- Hard to Hit2 levelsLevel 1Melee defence: +6Level 2Melee defence: +12Requires: Foe-SeekerHand-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.
- Indomitable2 levelsLevel 1Leadership: +6Level 2Leadership: +12Requires: Foe-SeekerThe iron will and indomitable presence of this leader ensures their followers remain steadfast when facing peril.
- Thick-Skinned2 levelsLevel 1Armour: +7Level 2Armour: +15Requires: Foe-SeekerCreatures 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.
- Wound-Maker2 levelsLevel 1Weapon strength: +10%Level 2Weapon 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.
- Deadly OnslaughtAbility: "Deadly Onslaught"Requires: 4 skill points across Hard to Hit, Indomitable, Thick-Skinned, Wound-MakerThe war is endless. The cycle of charging, clashing, and bloody hand-to-hand fighting is without end. It will never stop.
- Spirit Leech2 levelsLevel 1Overcast spell: "Spirit Leech Upgraded"Cooldown: -30% to "Spirit Leech"Level 2Miscast base chance: -15% for "Spirit Leech Upgraded"Overcast spell: "Spirit Leech Upgraded"Winds of Magic cost: -2 for "Spirit Leech"Winds of Magic cost: -2 for "Spirit Leech Upgraded"Cooldown: -50% to "Spirit Leech"
- Life-LeechingPassive ability: "Life Leeching"Requires: Spirit Leech
- Aspect of the Dread Knight2 levelsLevel 1Overcast spell: "Aspect of the Dread Knight Upgraded"Cooldown: -30% to "Aspect of the Dread Knight"Level 2Miscast base chance: -15% for "Aspect of the Dread Knight Upgraded"Overcast spell: "Aspect of the Dread Knight Upgraded"Winds of Magic cost: -1 for "Aspect of the Dread Knight"Winds of Magic cost: -2 for "Aspect of the Dread Knight Upgraded"Cooldown: -50% to "Aspect of the Dread Knight"Requires: Spirit Leech
- Soulblight2 levelsLevel 1Overcast spell: "Soulblight Upgraded"Cooldown: -30% to "Soulblight"Spell: "Soulblight"Level 2Miscast base chance: -15% for "Soulblight Upgraded"Overcast spell: "Soulblight Upgraded"Winds of Magic cost: -2 for "Soulblight"Winds of Magic cost: -3 for "Soulblight Upgraded"Cooldown: -50% to "Soulblight"Requires: Spirit Leech
- Doom & Darkness2 levelsLevel 1Overcast spell: "Doom & Darkness Upgraded"Cooldown: -30% to "Doom & Darkness"Spell: "Doom & Darkness"Level 2Miscast base chance: -15% for "Doom & Darkness Upgraded"Overcast spell: "Doom & Darkness Upgraded"Winds of Magic cost: -1 for "Doom & Darkness"Winds of Magic cost: -2 for "Doom & Darkness Upgraded"Cooldown: -50% to "Doom & Darkness"Requires: Spirit Leech
- EvasionPassive ability: "Evasion"Requires: 4 skill points across Life-Leeching, Aspect of the Dread Knight, Soulblight, Doom & Darkness
- The Fate of BjunaWinds of Magic cost: -3 for "The Fate of Bjuna"Cooldown: -50% to "The Fate of Bjuna"Spell: "The Fate of Bjuna"Requires: Evasion
- The Purple Sun of Xereus2 levelsLevel 1Overcast spell: "The Purple Sun of Xereus Upgraded"Cooldown: -30% to "The Purple Sun of Xereus"Spell: "The Purple Sun of Xereus"Level 2Miscast base chance: -15% for "The Purple Sun of Xereus Upgraded"Overcast spell: "The Purple Sun of Xereus Upgraded"Winds of Magic cost: -2 for "The Purple Sun of Xereus"Winds of Magic cost: -3 for "The Purple Sun of Xereus Upgraded"Cooldown: -50% to "The Purple Sun of Xereus"Requires: Evasion
- EarthingMiscast 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 ReservesWinds 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 ConduitPassive ability: "Arcane Conduit"Requires: 4 skill points across Earthing, Magical Reserves, The Fate of Bjuna, The Purple Sun of Xereus
Battle
- Inspiring PresenceUnit experience gain per turn: +75 (Lord's army)Character's aura leadership effect: +5There are Lords that radiate power, confidence and fear, inspiring their followers to great or terrible acts.
- Da Gobbos3 levelsLevel 1Ammunition: +10% for Goblin and Night Goblin Missile Infantry units (Lord's army)Melee defence: +4 for Goblin and Night Goblin Infantry units (Lord's army)Level 2Ammunition: +15% for Goblin and Night Goblin Missile Infantry units (Lord's army)Melee attack: +4 for Goblin and Night Goblin Infantry units (Lord's army)Melee defence: +4 for Goblin and Night Goblin Infantry units (Lord's army)Missile strength: +6% for Goblin and Night Goblin Missile Infantry units (Lord's army)Level 3Ammunition: +20% for Goblin and Night Goblin Missile Infantry units (Lord's army)Melee attack: +6 for Goblin and Night Goblin Infantry units (Lord's army)Melee defence: +6 for Goblin and Night Goblin Infantry units (Lord's army)Missile strength: +8% for Goblin and Night Goblin Missile Infantry units (Lord's army)Requires: Inspiring PresenceOrcs may be stronger, but Goblins are smarter, nastier, and better-er.
- Riderz3 levelsLevel 1Speed: +6% for Melee Cavalry, Orc Boar Chariot and Squig Herd units (Lord's army)Level 2Charge bonus: +6 for Melee Cavalry, Orc Boar Chariot and Squig Herd units (Lord's army)Speed: +9% for Melee Cavalry, Orc Boar Chariot and Squig Herd units (Lord's army)Level 3Charge bonus: +12 for Melee Cavalry, Orc Boar Chariot and Squig Herd units (Lord's army)Speed: +12% for Melee Cavalry, Orc Boar Chariot and Squig Herd units (Lord's army)Requires: Inspiring PresenceGreenskin cavalry can be devastating if the myriad mounts can behave. Getting a big stick and maybe a "carrot" in the form of an orange-painted gobbo is the answer!
- Da Boyz3 levelsLevel 1Weapon strength: +6% for Orc Infantry units (Lord's army)Base missile damage: +4% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)Level 2Melee attack: +4 for Orc Infantry units (Lord's army)Reload time reduction: +4% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)Weapon strength: +9% for Orc Infantry units (Lord's army)Base missile damage: +6% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)Level 3Melee attack: +6 for Orc Infantry units (Lord's army)Reload time reduction: +8% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)Weapon strength: +12% for Orc Infantry units (Lord's army)Base missile damage: +8% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)Requires: Inspiring PresenceThis Boss is one with "da boyz", egging the lads on to greater feats and to hit bigga stuff with their choppas.
- ‘Ard as Nailz3 levelsLevel 1Missile strength: +4% for Missile Cavalry and Chariot units (Lord's army)Armour: +4 for Chariots and Pump Wagon units (Lord's army)Level 2Missile strength: +6% for Missile Cavalry and Chariot units (Lord's army)Range: +5% for Missile Cavalry and Chariot units (Lord's army)Armour: +8 for Chariots and Pump Wagon units (Lord's army)Level 3Missile strength: +8% for Missile Cavalry and Chariot units (Lord's army)Range: +10% for Missile Cavalry and Chariot units (Lord's army)Armour: +12 for Chariots and Pump Wagon units (Lord's army)Requires: Inspiring PresenceRidin’ on chariots means ya can be even more fighty, an' even more killy!
- Da Big Ladz3 levelsLevel 1Weapon strength: +6% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)Level 2Melee attack: +4 for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)Weapon strength: +9% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)Level 3Melee attack: +6 for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)Weapon strength: +12% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)Requires: Inspiring PresenceEven bigga than a Black Orc, an' not bad at killin’ too!
- Deff From Abuv3 levelsLevel 1Ammunition: +10% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)Level 2Ammunition: +15% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)Missile strength: +6% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)Level 3Ammunition: +20% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)Missile strength: +8% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)Requires: Inspiring PresenceThis Boss realises the power of "flyin’ fings” and so invests a few teef in making sure his war machines can fling fings really far and really high!
- Get Back 'Ere!Ability: "Get Back 'Ere!"Requires: 6 skill points across Da Gobbos, Riderz, Da Boyz, ‘Ard as Nailz, Da Big Ladz, Deff From Abuv
- Sneaky StabberzLeadership: +5 for all Goblin, Pump Wagon, Night Goblin and Squig Herd units (Rank 7 and above) (Lord's army)Physical resistance: 10% for all Goblin, Pump Wagon, Night Goblin and Squig Herd units (Rank 7 and above) (Lord's army)Weapon strength: +12% for all Goblin, Pump Wagon, Night Goblin and Squig Herd units (Rank 7 and above) (Lord's army)Requires: Get Back 'Ere!The sneakiest and stabbiest gobbos are just as dangerous as the largest, fiercest Orcs.
- 'Ard LadzArmour: +12 for Orc units (Rank 7 and above) (Lord's army)Melee defence: +5 for Orc units (Rank 7 and above) (Lord's army)Ward save: +8% for Orc units (Rank 7 and above) (Lord's army)Requires: Get Back 'Ere!‘Ardest of da ‘Ard. Don’t mess, gottit?
- Biggest ‘n' StrongestMelee defence: +5 for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Rank 7 and above) (Lord's army)Missile resistance: 15% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Rank 7 and above) (Lord's army)Weapon strength: +12% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Rank 7 and above) (Lord's army)Requires: Get Back 'Ere!It’s one fing to be big, but quite anuva to be strong as well!
- Savage SmartzAmmunition: +20% for Goblin Rock Lobber and Doom Diver Catapult units (Rank 7 and above) (Lord's army)Missile strength: +12% for Goblin Rock Lobber and Doom Diver Catapult units (Rank 7 and above) (Lord's army)Reload time reduction: +10% for Goblin Rock Lobber and Doom Diver Catapult units (Rank 7 and above) (Lord's army)Requires: Get Back 'Ere!Nuffin' smashes harder than a rock fallin' from da sky, except mebbe da Bad Moon, if it were to fall.
- Smash 'Em FasterAbility: "Smash 'Em Faster"Replaces: "Get Back 'Ere!"Requires: a point in any of Sneaky Stabberz, 'Ard Ladz, Biggest ‘n' Strongest, Savage Smartz
Campaign
- Route MarcherCampaign movement range: +5%Those who know the land and its secrets will travel faster and further than the foes who don't.
- Deff From Below3 levelsLevel 1Evasion chance when using Tunnelling: +6%Level 2Evasion chance when using Tunnelling: +16%Level 3Evasion chance when using Tunnelling: +30%Requires: Route MarcherA wise Boss knows how to lure the enemy into places where they can be ambushed or trapped with mobs that skulk in the tunnels below.
- Raider3 levelsLevel 1Income from raiding: +10% (Lord's army)Level 2Income from raiding: +20% (Lord's army)Level 3Income from raiding: +30% (Lord's army)Requires: Route MarcherRaiders are good at marauding through enemy settlements - sending their denizens fleeing as their properties are despoiled.
- Looter3 levelsLevel 1Income from looting settlements: +3% (Lord's army)Level 2Income from looting settlements: +8% (Lord's army)Level 3Income from looting settlements: +15% (Lord's army)Requires: Route MarcherThose that excel as looters make sure that every coin or gold tooth is found and added to the plunder. Woe betide the warrior that misses even a single copper token!
- Ravager3 levelsLevel 1Income from sacking settlements: +3% (Lord's army)Level 2Income from sacking settlements: +8% (Lord's army)Level 3Income from sacking settlements: +15% (Lord's army)Requires: Route MarcherRavagers are merciless - they will sack an enemy settlement, take everything and kill any that get in their way.
- Iron-HardCasualty replenishment rate: +30% for this Lord (Lord's army)Wound recovery time: -1 turnsRequires: 4 skill points across Deff From Below, Raider, Looter, RavagerThese iron-hard gits are particularly tough and gnarly Greenskins, who - even if wounded - will be up and ready to fight before too long.
- Lightning Strike3 levelsLevel 1Enemy 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 2Enemy 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 3Enemy 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 penaltyEnables lightning strike battles when reinforcements are presentRequires: Iron-Hard"The time to strike is now!"
- Out-Clevering3 levelsLevel 1Ambush success chance: +6% (Lord's army)Level 2Ambush success chance: +16% (Lord's army)Level 3Ambush success chance: +30% (Lord's army)Requires: Iron-HardOccasionally an Orc will come along who is more "kunning" than the rest. He quickly rises in ranks as his plans end in victory.
- Mob Boss3 levelsLevel 1Upkeep: -3% (Lord's army)Level 2Upkeep: -6% (Lord's army)Level 3Upkeep: -9% (Lord's army)Requires: Iron-HardA Boss that has the loyalty of the mobs means he doesn’t have to worry so much about "da boring stuff" like tents and bedding, as they’ll fight for him no matter what.
- Really Green3 levelsLevel 1Corruption: -1 (local province)Level 2Corruption: -2 (local province)Level 3Corruption: -3 (local province)Requires: Iron-HardBeing green meanz ya really mean.
- Renowned & FearedEnemy Hero action success chance: -10%Hero self-defence: +25% chance of wounding aggressorsCampaign movement range: +5%Recruit rank: +1 for all units (Lord's army)Upkeep: -8% (Lord's army)Requires: 4 skill points across Lightning Strike, Out-Clevering, Mob Boss, Really GreenThis Lord's many deeds - both on and off the battlefield - have brought them renown among their allies and made them feared by their enemies.
Mount
A mount comes with its skill in the tree: some the game grants at a rank, others take a skill point (picking one here takes it when the tree allows).
Items
- Weapon
- Armour
- Talisman
- Enchanted item
- Arcane item
- Follower or banner0/2
Items this character can carry: its race's (or any race's), its kind of character, and the ones made for it; an item only some factions get is left out for a legendary lord of another faction and marked “… only” for everyone else. The arcane item slot is for spellcasters (Dwarf characters carry three Character Runes there); followers and banners share two ancillary slots.
Stats of this build
Azhag the Slaughterer · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 5,221 | 5,221 |
| Armour | 70 | 70 |
| Leadership | 72 | 72 |
| Speed | 36 | 36 |
| Melee attack | 60 | 60 |
| Melee defence | 36 | 36 |
| Weapon strength | 420 | 420 |
| … armour-piercing | 295 | 295 |
| Charge bonus | 50 | 50 |
| Ward save % | 0 | 0 |
| Physical resistance % | 0 | 0 |
| Missile resistance % | 15 | 15 |
| Spell resistance % | 0 | 0 |
| Fire resistance % | 0 | 0 |
| Magical attacks | No | No |
| Flaming attacks | No | No |
All effects of this build
No skills taken yet.
Skills and items; like lines are added up, and 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 9.0.4, via the WH3-Dump export. The general tree only: faction and campaign variants of a tree are not included. A skill after a group of skills (SUBSET_REQUIRED) opens once the skill points character_skill_nodes.required_num_parents asks for are spent in that group, in any mix — the game's “Available after spending N skill points in the previous group”; each REQUIRED skill needs a point.
