Unofficial fan reference · game data patch 9.0 (Sep 24, 2026)
Sign in

Big Waaagh!

Lore of magic · 6 spells · Total War: Warhammer III, patch 9.0

Lore attribute

Power of da Waaagh!

Lore attribute (passive)

  • Triggers when casting spell

Boosted by the positive energies of fightin' Greenskins, all Spells of Da Big Waaagh increase in power.

Spells

As the in-game tooltip reads; overcast values in blue. Damage is base + armour-piercing per hit.

Brain Bursta

Explosion · magical

Winds of Magic
7(10)
Cooldown
31 s
Cast range
200 m
Duration
14 s
Wind-up
1 s
Overcast miscast
50%
  • 23 damage per second for 1 s, radius 15 mOvercast: 34 damage per second (11 armour-piercing) for 1 s, radius 15 m
  • Strong vs a single unit
  • Weak vs a single combatant
  • Large explosion area

Projecting violence in a mental wave, the Shaman glowers at his target and lets loose a bolt of brain-melting force.

'Eadbutt

Breath · magical

Winds of Magic
5(9)
Cooldown
45 s
Cast range
150 m
Duration
8 s
Wind-up
3 s
Overcast miscast
50%
  • 32 damage per second for 0.5 s, radius 14 mOvercast: 44 damage per second for 0.5 s, radius 14 m
  • Strong vs a single unit
  • Short, wide, expanding, tear-shaped attack

A wave of green energy emanates outwards, forming a shockwave of power that assaults any unfortunate foe.

'Ere We Go

Augment (Area)

Winds of Magic
11
Cooldown
47 s
Cast range
200 m
Duration
38 s
Effect range
35 m
Wind-up
5 s
  • +40 Melee Attack

As the Shaman chants, he leaks fighty-energy, boosting the fierceness and prowess of friendly units nearby.

Fists of Gork

Augment

Winds of Magic
7
Cooldown
43 s
Cast range
200 m
Duration
35 s
Wind-up
3 s
  • +24 Melee Attack
  • +24 Melee Defence

In a fit of fighting fury the target unit becomes harder than iron, increasing both its attack and defence capabilities.

Foot of Gork

Explosion · magical

Winds of Magic
18(26)
Cooldown
54 s
Cast range
200 m
Duration
8 s
Wind-up
5 s
Overcast miscast
50%
  • 48 damage per second (24 armour-piercing) for 1 s, radius 20 mOvercast: 72 damage per second (36 armour-piercing) for 1 s, radius 20 m
  • Huge explosion area
  • Strong vs multiple units
  • Weak vs a single combatant

The Shaman implores the sky with wild gesticulations. The almighty green foot of the Orc god descends to crush the foe!

Gaze of Mork

Magic Missiles · magical

Winds of Magic
5(7)
Cooldown
29 s
Cast range
200 m
Wind-up
1 s
Overcast miscast
50%
  • 500 damage (150 armour-piercing), explosion 108Overcast: 1,000 damage (300 armour-piercing), explosion 216
  • Causes moderate magical damage
  • Requires line of sight to the target
  • Good against large combatants
  • Strong vs a single combatant

Mork gives the Shaman the ability to project beams of coruscating energy from his eyes.

Who casts Big Waaagh!

Source: special_ability_groups (wh_main_lore_big_waaagh), unit_abilities, unit_special_abilities, projectiles, projectile_bombardments and battle_vortexs, patch 9.0, via the WH3-Dump export. Fireball and Flame Storm are checked against the Total War Warhammer wiki in our tests.