Deliverance of Itza
Lore of magic · 3 spells · Total War: Warhammer III, patch 9.0
Spells
As the in-game tooltip reads; overcast values in blue. Damage is base + armour-piercing per hit.
Deliverance of Itza I
Explosion · magical
- Winds of Magic
- 7
- Cooldown
- 15 s
- Cast range
- 200 m
- Duration
- 2 s
- Wind-up
- 5 s
- 40 damage per second (10 armour-piercing) for 1 s, radius 15 m
- Explosion does not affect friendly troops
- Strong vs a single unit
- Large explosion area
Mighty Lord Kroak spawns a small sun that, when it explodes, causes abject devastation… funnily enough.
Deliverance of Itza II
Explosion · magical
- Winds of Magic
- 13
- Cooldown
- 20 s
- Cast range
- 200 m
- Duration
- 2 s
- Wind-up
- 5 s
- 50 damage per second (20 armour-piercing) for 1 s, radius 20 m
- Huge explosion area
- Explosion does not affect friendly troops
- Strong vs multiple units
Mighty Lord Kroak spawns a small sun that, when it explodes, causes abject devastation… funnily enough.
Deliverance of Itza III
Explosion · magical
- Winds of Magic
- 20
- Cooldown
- 25 s
- Cast range
- 200 m
- Duration
- 2 s
- Wind-up
- 5 s
- 60 damage per second (30 armour-piercing) for 1 s, radius 25 m
- Good against armour
- Huge explosion area
- Explosion does not affect friendly troops
- Strong vs multiple units
Mighty Lord Kroak spawns a small sun that, when it explodes, causes abject devastation… funnily enough.
Who casts Deliverance of Itza
Source: special_ability_groups (wh2_dlc12_lore_lord_kroak), 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.