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.