Ikit Claw skill tree & build planner
SkavenLegendary lordUnit stats
55 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
- Doom-FlayerUnlocks at rank 7Mount: Doom-FlayerA motorised ball of whirling, razor-sharp, eviscerating death, designed to plough through enemy lines with hellish vigour.
- DoomwheelUnlocks at rank 15Mount: DoomwheelThose opponents who smile at first sight of this powerful war machine clearly have no idea what's about to hit them!
- SneakyUnlocks at rank 8Missile resistance: 10%Furtive, scheming, sly, cunning, underhand, devious, conniving, double-dealing, and sneaky - valuable traits if you wish to stay alive!
- TricksyUnlocks at rank 8Spell resistance: 10%All Skaven are unprincipled and untrustworthy by their foul natures. However, this is rarely a disadvantage in the face of the enemy.
- 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.
- Power OverloadUnlocks at rank 10Cooldown: -10% to spellsWarp-energy is pulsing - through his veins a charge is racing. On a scale of one to ten, this one's operating on eleven!
- Warptech AcademyLoyalty: +3 for Warlock Masters (factionwide)Hero capacity: +1 for Warlock EngineersRequires: Power OverloadTreachery is always a risk; advancing others' careers can quickly become a fatal mistake. However, having accomplished students in your team can outweigh the dangers.
- Improved Warpstone Detector+50% chance to acquire Warp-fuel after battleRequires: Power OverloadThis new and improved device upgrades Ikit's earlier invention for maximum efficiency.
- The Very Latest Thing"Concentrated Flame" ammunition (increased range and anti-large)Missile strength: +12%Requires: Power OverloadYou can tweak and prime weapons to your heart's content, but there remains no substitute for a live ammunition test against an equally-murderous foe!
- Optimised ProductionLocal Recruitment duration: -1 turn for Doomflayer and Doomwheel units (Lord's army)Recruit rank: +2 for Doomflayer and Doomwheel units (Lord's army)Requires: Power OverloadFinding assembly lines inefficient and therefore unsatisfactory, Ikit organises his Skaven workforce to manufacture his designs faster and better than the competition.
- Doomsday ScientistUpgrades ability: "Brass Orb"Requires: 2 skill points across Warptech Academy, Improved Warpstone Detector, The Very Latest Thing, Optimised ProductionWhen the end finally comes, this one will be there, cackling like the supremely mad scientist he is.
- Power ArmourPhysical resistance: 10%This advanced armour is infused with purest Warp-energy, making it more powerful than other protective measures employed by the Skaven.
- Retractable ArmbladeMelee attack: +8Weapon strength: +10%Requires: Power ArmourShake his hand? You'd better count your limbs, my friend!
- Double InsulationFire resistance: 20%Spell resistance: 20%Requires: Power ArmourIkit is famed for his ability to mix magic with mechanical technology; this multi-layered Warp-infused armour affords far more protection than merely extra padding, therefore.
- Jet PackCharge bonus: +12Speed: +20%Requires: Power ArmourEnormous fun, and guaranteed to surprise the foe, but a proper nightmare when it cuts out mid-air!
- Biometric InterfaceHit points: +8%Requires: Power ArmourIkit is alerted to potential health issues by his multifarious inventions, by which ailments can easily be cured, ensuring he is always in peak condition.
- Adrenaline RushPassive ability: "Adrenaline Rush"Requires: 2 skill points across Retractable Armblade, Double Insulation, Jet Pack, Biometric InterfaceNot with: Second-Wind Serum"Power surge now, exploding through, yes-yes-yes-YES!!!!!!"
- Second-Wind SerumPassive ability: "Second-Wind Serum"Requires: 2 skill points across Retractable Armblade, Double Insulation, Jet Pack, Biometric InterfaceNot with: Adrenaline RushBe wary of one who can renergise himself in the middle of the battle, lest the tide be turned!
- Warp Lightning2 levelsLevel 1Cooldown: -30% to "Warp Lightning"Overcast spell: "Warp Lightning Upgraded"Level 2Cooldown: -50% to "Warp Lightning"Miscast base chance: -15% for "Warp Lightning Upgraded"Overcast spell: "Warp Lightning Upgraded"Winds of Magic cost: -1 for "Warp Lightning"Winds of Magic cost: -2 for "Warp Lightning Upgraded"
- Musk of FearPassive ability: "Musk of Fear"Requires: Warp Lightning
- Howling Warpgale2 levelsLevel 1Cooldown: -30% to "Howling Warpgale"Overcast spell: "Howling Warpgale Upgraded"Level 2Cooldown: -50% to "Howling Warpgale"Miscast base chance: -15% for "Howling Warpgale Upgraded"Overcast spell: "Howling Warpgale Upgraded"Winds of Magic cost: -1 for "Howling Warpgale"Winds of Magic cost: -2 for "Howling Warpgale Upgraded"Requires: Warp Lightning
- Death Frenzy2 levelsLevel 1Cooldown: -30% to "Death Frenzy"Spell: "Death Frenzy"Overcast spell: "Death Frenzy Upgraded"Level 2Cooldown: -50% to "Death Frenzy"Miscast base chance: -15% for "Death Frenzy Upgraded"Overcast spell: "Death Frenzy Upgraded"Winds of Magic cost: -2 for "Death Frenzy"Winds of Magic cost: -3 for "Death Frenzy Upgraded"Requires: Warp Lightning
- Scorch2 levelsLevel 1Cooldown: -30% to "Scorch"Spell: "Scorch"Overcast spell: "Scorch Upgraded"Level 2Cooldown: -50% to "Scorch"Miscast base chance: -15% for "Scorch Upgraded"Overcast spell: "Scorch Upgraded"Winds of Magic cost: -2 for "Scorch"Winds of Magic cost: -3 for "Scorch Upgraded"Requires: Warp Lightning
- EvasionPassive ability: "Evasion"Requires: 4 skill points across Howling Warpgale, Death Frenzy, Scorch, Musk of Fear
- Cracks Call2 levelsLevel 1Cooldown: -30% to "Cracks Call"Spell: "Crack's Call"Overcast spell: "Cracks Call Upgraded"Level 2Cooldown: -50% to "Cracks Call"Miscast base chance: -15% for "Cracks Call Upgraded"Overcast spell: "Cracks Call Upgraded"Winds of Magic cost: -3 for "Cracks Call"Winds of Magic cost: -4 for "Cracks Call Upgraded"Requires: Evasion
- Flensing Ruin2 levelsLevel 1Cooldown: -30% to "Flensing Ruin"Spell: "Flensing Ruin"Overcast spell: "Flensing Ruin Upgraded"Level 2Cooldown: -50% to "Flensing Ruin"Overcast spell: "Flensing Ruin Upgraded"Miscast base chance: -15% for "Flensing Ruin Upgrade"Winds of Magic cost: -3 for "Flensing Ruin"Winds of Magic cost: -4 for "Flensing Ruin Upgrade"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.
- Unlimited Power!Ability: "Unlimited Power"Requires: 4 skill points across Cracks Call, Flensing Ruin, Earthing, Magical ReservesUnlimited power corrupts the already-totally-corrupted utterly.
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.
- Pack Leader3 levelsLevel 1Melee attack: +4 for Clanrats units (Lord's army)Level 2Leadership: +3 for Clanrats units (Lord's army)Melee attack: +4 for Clanrats units (Lord's army)Level 3Leadership: +5 for Clanrats units (Lord's army)Melee attack: +6 for Clanrats units (Lord's army)Requires: Inspiring PresenceTo rise above the rank and file, to claw one's way above the mire and the filth, takes a certain, superior breed of Skaven.
- Infiltrator3 levelsLevel 1Reload time reduction: +3% for Night Runners and Gutter Runners units (Lord's army)Level 2Reload time reduction: +6% for Night Runners and Gutter Runners units (Lord's army)Speed: +7% for Night Runners and Gutter Runners units (Lord's army)Level 3Reload time reduction: +9% for Night Runners and Gutter Runners units (Lord's army)Speed: +10% for Night Runners and Gutter Runners units (Lord's army)Requires: Inspiring PresenceHaving to hide, for an extended period, in a dark, dank recess, in order to entrap and kill your target encourages lateral thinking.
- Blastmaster3 levelsLevel 1Ammunition: +8% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)Level 2Ammunition: +12% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)Reload time reduction: +4% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)Level 3Ammunition: +20% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)Reload time reduction: +8% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)Requires: Inspiring PresenceKnowing exactly where and when to strike is essential when fielding fiendish, potentially battle-winning plague-weapons.
- Respected & Feared3 levelsLevel 1Weapon strength: +6% for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)Armour: +6 for Cauldron of a Thousand Poxes units (Lord's army)Level 2Melee attack: +4 for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)Weapon strength: +6% for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)Armour: +9 for Cauldron of a Thousand Poxes units (Lord's army)Level 3Melee attack: +6 for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)Weapon strength: +9% for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)Armour: +12 for Cauldron of a Thousand Poxes units (Lord's army)Requires: Inspiring PresenceIs it better to be respected or feared? What sort of question is that... why, both of course!
- Moulder Knowledge3 levelsLevel 1Charge bonus: +6 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)Level 2Charge bonus: +9 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)Speed: +7% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)Level 3Charge bonus: +12 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)Speed: +10% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)Requires: Inspiring PresenceThis one has seen the hideous deformities created by Clan Moulder firsthand and now fancies himself a dab hand with a needle and thread…
- Engineering Skill3 levelsLevel 1Charge bonus: +6% for Doomwheel and Doom-Flayers units (Lord's army)Speed: +3% for Warp-Grinders units (Lord's army)Reload time reduction: +3% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)Level 2Armour: +6 for Doomwheel, Doom-Flayers and Warp-Grinders units (Lord's army)Charge bonus: +9% for Doomwheel and Doom-Flayers units (Lord's army)Speed: +7% for Warp-Grinders units (Lord's army)Ammunition: +12% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)Reload time reduction: +6% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)Level 3Armour: +12 for Doomwheel, Doom-Flayers and Warp-Grinders units (Lord's army)Charge bonus: +12% for Doomwheel and Doom-Flayers units (Lord's army)Speed: +12% for Warp-Grinders units (Lord's army)Ammunition: +20% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)Reload time reduction: +9% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)Requires: Inspiring PresenceThis one's intimate knowledge of the inner workings of Skaven machinery enables him to improve their efficiency on the battlefield.
- Rally!Ability: "Rally!"Requires: 6 skill points across Pack Leader, Infiltrator, Blastmaster, Respected & Feared, Moulder Knowledge, Engineering Skill
- Whip-SmartLeadership: +5 for Skavenslaves, Clanrats, Stormvermin and Pusbag units (Rank 7 and above) (Lord's army)Melee attack: +5 for Skavenslaves, Clanrats, Stormvermin and Pusbag units (Rank 7 and above) (Lord's army)Missile resistance: 15% for Skavenslaves, Clanrats, Stormvermin and Pusbag units (Rank 7 and above) (Lord's army)Requires: Rally!The wise commander considers the lash a dear friend - so much more than a motivational tool to encourage correctness in spirit and behaviour.
- Gutter-WiseLeadership: +5 for Gutter Runners, Night Runners, Death Runners and Eshin Triads units (Rank 7 and above) (Lord's army)Range: +15% for Gutter Runners and Night Runners units (Rank 7 and above) (Lord's army)Speed: +20% for Death Runners and Eshin Triads units (Rank 7 and above) (Lord's army)Requires: Rally!Early years spent in the gutter both prepares the ambitious rat for power and schools him in the dirtier, more cut-throat ways of war.
- Warp-SmartBonus vs Infantry: +5 for Doomwheel, Doom-Flayers and Warp-Grinders units (Rank 7 and above) (Lord's army)Leadership: +5 for Weapon Team, Doom-Flayers, Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon, Ranged Stormfiend and Warp-Doom Magma-Cannon units (Rank 7 and above) (Lord's army)Spell resistance: 15% for Weapon Team, Doom-Flayer, Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon, Ranged Stormfiend and Warp-Doom Magma-Cannon units (Rank 7 and above) (Lord's army)Missile strength: +12% for Weapon Team, Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon, Ranged Stormfiend and Warp-Doom Magma-Cannon units (Rank 7 and above) (Lord's army)Requires: Rally!This one knows just what to say to 'encourage' the very best work from his underling Warp-smiths and technicians.
- Mutagenic ElixirsArmour: +10 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination, Plague Monks, Melee Stormfiend, Pusbag and Cauldron of a Thousand Poxes units (Rank 7 and above) (Lord's army)Leadership: +5 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination, Plague Monks, Melee Stormfiend, Pusbag and Cauldron of a Thousand Poxes units (Rank 7 and above) (Lord's army)Physical resistance: 10% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination, Plague Monks, Melee Stormfiend, Pusbag and Cauldron of a Thousand Poxes units (Rank 7 and above) (Lord's army)Requires: Rally!Potions infused with Warpstone transmogrify the not-always-willing testbed subjects; those who survive the process emerge stronger and better in every way.
- Stand or Die!Replaces: "Rally!"Ability: "Stand or Die!"Requires: a point in any of Whip-Smart, Gutter-Wise, Warp-Smart, Mutagenic Elixirs
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.
- 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!
- Ancient Cunning3 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: Route MarcherSuch long-lived creatures develop a level of guile that mortals cannot match.
- Bonded Service3 levelsLevel 1Recruitment cost: -5% (Lord's army)Level 2Recruitment cost: -10% (Lord's army)Level 3Recruitment cost: -15% (Lord's army)Requires: Route MarcherThe Lords rule, the peasants toil. Nothing has changed in over a thousand years.
- Dictatorial3 levelsLevel 1Corruption: -1 (when in own province)Level 2Corruption: -2 (when in own province)Level 3Corruption: -3 (when in own province)Requires: Route MarcherNot with: CorruptiveKeeping on top of things with an iron fist prevents Skavendom from becoming too much of a degenerate mess.
- Corruptive3 levelsLevel 1Skaven corruption: +1 (local enemy province)Level 2Skaven corruption: +2 (local enemy province)Level 3Skaven corruption: +3 (local enemy province)Requires: Route MarcherNot with: DictatorialNaturally, rats get in everywhere – even the tiniest opening presents little obstacle – spreading their disease and corruption everywhere they can.
- DraftmasterRecruit rank: +1 for all units (Lord's army)Local recruitment capacity: +1 (local province)Requires: 4 skill points across Looter, Ancient Cunning, Bonded Service, Dictatorial, CorruptiveSomeone has to ensure the numbers and quality of recruits remain high.
- 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: Draftmaster"The time to strike is now!"
- Quartermaster3 levelsLevel 1Upkeep: -3% (Lord's army)Level 2Upkeep: -6% (Lord's army)Level 3Upkeep: -10% (Lord's army)Requires: DraftmasterA good quartermaster can ration equipment and foodstuffs efficiently, making supplies last longer.
- Wary3 levelsLevel 1Enemy Hero action success chance: -3%Ambush defence chance: +8% (Lord's army)Level 2Enemy Hero action success chance: -8%Ambush defence chance: +16% (Lord's army)Level 3Enemy Hero action success chance: -15%Ambush defence chance: +30% (Lord's army)Requires: DraftmasterThis warrior has been ambushed previously and got themselves and many of their compatriots away safely. Such things make one naturally suspicious.
- "Miiine All Miiine!"3 levelsLevel 1Post battle chance of stealing a magic item: +5%Income from post-battle loot: +10%Level 2Post battle chance of stealing a magic item: +10%Income from post-battle loot: +20%Level 3Post battle chance of stealing a magic item: +15%Income from post-battle loot: +30%Requires: DraftmasterWhen making corpses of your foes, leave nothing of value for their kin to recover.
- 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, Quartermaster, Wary, "Miiine All Miiine!"This 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
Ikit Claw · base + skills + items; no techs, buffs, campaign or battle-context effects (vs a race, at sea…).
| Stat | Base | Build |
|---|---|---|
| Health | 4,288 | 4,288 |
| Armour | 110 | 110 |
| Leadership | 65 | 65 |
| Speed | 40 | 40 |
| Melee attack | 45 | 45 |
| Melee defence | 56 | 56 |
| Weapon strength | 370 | 370 |
| … armour-piercing | 250 | 250 |
| Charge bonus | 30 | 30 |
| Bonus vs large | 22 | 22 |
| Missile damage | 280 | 280 |
| … explosion | 216 | 216 |
| Range | 80 | 80 |
| Ammunition | 20 | 20 |
| Reload time (s) | 12 | 12 |
| Ward save % | 0 | 0 |
| Physical resistance % | 0 | 0 |
| Missile resistance % | 15 | 15 |
| Spell resistance % | 0 | 0 |
| Fire resistance % | 0 | 0 |
| Magical attacks | Yes | Yes |
| Flaming attacks | Yes | Yes |
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.
