
Azhag the Slaughterer
Lord· Wizard Lord· 1 model at Ultra size
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Azhag the Slaughterer is a legendary lord of Greenskins, leading Bonerattlaz at the start of a campaign: 5,221 HP, armour 70, melee attack 60, melee defence 36, weapon strength 420. It costs 1,200 in the campaign and 950 in multiplayer. Beating this lord in battle can earn the defeat trait Greenskinner. Unit key wh_main_grn_cha_azhag_the_slaughterer_0. Patch 9.0.4, from the game's data tables.
Health
5,221
Armour
70
Leadership
72
Speed
36
Melee attack
60
Melee defence
36
Weapon strength
125 base + 295 armour-piercing
420
Charge bonus
50
Attributes
- Encourage
This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
Abilities
- WoundsHex · -10% Speed, -20% Armour-Piercing Weapon Damage…passiveWoundsHex-10% Speed-20% Armour-Piercing Weapon Damage-20% Base Weapon DamagePassiveEven the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
- Foe-SeekerAugment · +25% Charge Speed, +25% SpeedactiveFoe-SeekerAugment+25% Charge Speed+25% SpeedCooldown 60 s · Duration 25 sThere are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
- Get on Wiv it!Augment (Area) · +8 LeadershippassiveGet on Wiv it!Augment (Area)+8 LeadershipPassive · Range 35 mAzhag has no tolerance for infighting, when he issues an order the boyz must 'get on wiv it' or pay with a particularly grisly death.
Lore of magic
Counters
Good against
- Heavily armoured units — 295 of 420 weapon strength armour-piercinge.g. Steam Tank, Blessed Bastiladon (Solar Engine), Rotting Leviathan · Greenskins: Rogue Idol, Lava Arachnarok Spider
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Greenskins: Rogue Idol, Colossal Squig
Computed from base unit-card values (no skills, items or abilities), one rule per line; examples are units with the most of that trait. How counters are worked out · Try it in the combat calculator
Defeat trait
Beat Azhag the Slaughterer in battle and your lord can earn the trait
Greenskinner
- Spell resistance: 30%
Heavy is the head that wears the Crown of Sorcery, and probably dead as well!
Azhag the Slaughterer skill tree
59 skills, line by line as the game lays them out. Hover a skill for the rank it unlocks at and its effects at each level.
Plan Azhag the Slaughterer's skills
- SkullmunchaSkullmunchaUnlocks at rank 14
- Mount: Skullmuncha
- Tunnel BossTunnel BossUnlocks at rank 5
- Leadership: +6 during subterranean siege battles (Lord's army)
- Leadership: +6 during subterranean intercept battles (Lord's army)
- BellowerBellowerUnlocks at rank 5
- Leadership aura size: +25%
- Get on Wiv it!Get on Wiv it!Unlocks at rank 11
- Passive ability: "Get on Wiv it!"
- Dodgy GeezerDodgy GeezerUnlocks at rank 8
- Missile resistance: 10%
- Army of RenownArmy of RenownUnlocks at rank 10 · 3 levelsLevel 1
- Regiments of Renown army capacity: +2 (own army)
- Regiments of Renown army capacity: +4 (own army)
- Regiments of Renown army capacity: +6 (own army)
- MentorMentorUnlocks at rank 30 · 3 levelsLevel 1
- Character experience gain: +20% (Heroes in Lord's army)
- Character will share +15% of experience earned between all other active Lords
- Character experience gain: +35% (Heroes in Lord's army)
- Character will share +30% of experience earned between all other active Lords
- Character experience gain: +50% (Heroes in Lord's army)
- Character will share +50% of experience earned between all other active Lords
- Imbued by MadnessImbued by MadnessUnlocks at rank 12
- Passive 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)
- Earthshaking OrdersEarthshaking Orders
- Melee 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)
- Insane VisionsInsane Visions
- Hero capacity: +1 for Shamans
- Hero recruit rank: +4 for Shamans (all provinces)
- Not Orcy Enuff!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%
- Wild AbandonWild Abandon
- Charge bonus: +20
- Melee attack: +8
- Darkest NimbusDarkest Nimbus
- Bound spell: "Wind of Death"
- Passive ability: "Regeneration"
- Winds of Magic power reserve capacity: +15 (own army)
- Blade MasterBlade Master
- Melee attack: +5
- Devastating ChargeDevastating Charge2 levelsLevel 1
- Charge bonus: +15
- Charge bonus: +30
- ChoppasChoppas2 levelsLevel 1
- Weapon strength: +10%
- Weapon strength: +20%
- Scarred VeteranScarred Veteran2 levelsLevel 1
- Hit points: +7%
- Hit points: +15%
- Deadly BladeDeadly Blade2 levelsLevel 1
- Melee attack: +6
- Melee attack: +12
- Foe-SeekerFoe-Seeker
- Ability: "Foe-Seeker"
- Hard to HitHard to Hit2 levelsLevel 1
- Melee defence: +6
- Melee defence: +12
- IndomitableIndomitable2 levelsLevel 1
- Leadership: +6
- Leadership: +12
- Thick-SkinnedThick-Skinned2 levelsLevel 1
- Armour: +7
- Armour: +15
- Wound-MakerWound-Maker2 levelsLevel 1
- Weapon strength: +10%
- Weapon strength: +20%
- Deadly OnslaughtDeadly Onslaught
- Ability: "Deadly Onslaught"
- Spirit LeechSpirit Leech2 levelsLevel 1
- Overcast spell: "Spirit Leech Upgraded"
- Cooldown: -30% to "Spirit Leech"
- Miscast 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-LeechingLife-Leeching
- Passive ability: "Life Leeching"
- Aspect of the Dread KnightAspect of the Dread Knight2 levelsLevel 1
- Overcast spell: "Aspect of the Dread Knight Upgraded"
- Cooldown: -30% to "Aspect of the Dread Knight"
- Miscast 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"
- SoulblightSoulblight2 levelsLevel 1
- Overcast spell: "Soulblight Upgraded"
- Cooldown: -30% to "Soulblight"
- Spell: "Soulblight"
- Miscast 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"
- Doom & DarknessDoom & Darkness2 levelsLevel 1
- Overcast spell: "Doom & Darkness Upgraded"
- Cooldown: -30% to "Doom & Darkness"
- Spell: "Doom & Darkness"
- Miscast 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"
- EvasionEvasion
- Passive ability: "Evasion"
- The Fate of BjunaThe Fate of Bjuna
- Winds of Magic cost: -3 for "The Fate of Bjuna"
- Cooldown: -50% to "The Fate of Bjuna"
- Spell: "The Fate of Bjuna"
- The Purple Sun of XereusThe Purple Sun of Xereus2 levelsLevel 1
- Overcast spell: "The Purple Sun of Xereus Upgraded"
- Cooldown: -30% to "The Purple Sun of Xereus"
- Spell: "The Purple Sun of Xereus"
- Miscast 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"
- EarthingEarthing
- Miscast base chance: -15%
- Magical ReservesMagical Reserves
- Winds of Magic power reserve capacity: +5
- Arcane ConduitArcane Conduit
- Passive ability: "Arcane Conduit"
- Inspiring PresenceInspiring Presence
- Unit experience gain per turn: +75 (Lord's army)
- Character's aura leadership effect: +5
- Da GobbosDa Gobbos3 levelsLevel 1
- Ammunition: +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)
- Ammunition: +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)
- Ammunition: +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)
- RiderzRiderz3 levelsLevel 1
- Speed: +6% for Melee Cavalry, Orc Boar Chariot and Squig Herd units (Lord's army)
- Charge 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)
- Charge 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)
- Da BoyzDa Boyz3 levelsLevel 1
- Weapon 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)
- Melee 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)
- Melee 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)
- ‘Ard as Nailz‘Ard as Nailz3 levelsLevel 1
- Missile strength: +4% for Missile Cavalry and Chariot units (Lord's army)
- Armour: +4 for Chariots and Pump Wagon units (Lord's army)
- Missile 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)
- Missile 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)
- Da Big LadzDa Big Ladz3 levelsLevel 1
- Weapon strength: +6% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)
- Melee 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)
- Melee 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)
- Deff From AbuvDeff From Abuv3 levelsLevel 1
- Ammunition: +10% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)
- Ammunition: +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)
- Ammunition: +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)
- Get Back 'Ere!Get Back 'Ere!
- Ability: "Get Back 'Ere!"
- Sneaky StabberzSneaky Stabberz
- Leadership: +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)
- 'Ard Ladz'Ard Ladz
- Armour: +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)
- Biggest ‘n' StrongestBiggest ‘n' Strongest
- Melee 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)
- Savage SmartzSavage Smartz
- Ammunition: +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)
- Smash 'Em FasterSmash 'Em Faster
- Ability: "Smash 'Em Faster"
- Replaces: "Get Back 'Ere!"
- Route MarcherRoute Marcher
- Campaign movement range: +5%
- Deff From BelowDeff From Below3 levelsLevel 1
- Evasion chance when using Tunnelling: +6%
- Evasion chance when using Tunnelling: +16%
- Evasion chance when using Tunnelling: +30%
- RaiderRaider3 levelsLevel 1
- Income from raiding: +10% (Lord's army)
- Income from raiding: +20% (Lord's army)
- Income from raiding: +30% (Lord's army)
- LooterLooter3 levelsLevel 1
- Income from looting settlements: +3% (Lord's army)
- Income from looting settlements: +8% (Lord's army)
- Income from looting settlements: +15% (Lord's army)
- RavagerRavager3 levelsLevel 1
- Income from sacking settlements: +3% (Lord's army)
- Income from sacking settlements: +8% (Lord's army)
- Income from sacking settlements: +15% (Lord's army)
- Iron-HardIron-Hard
- Casualty replenishment rate: +30% for this Lord (Lord's army)
- Wound recovery time: -1 turns
- Lightning StrikeLightning Strike3 levelsLevel 1
- Enemy 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 penalty
- Enemy 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 penalty
- Enemy 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 penalty
- Enables lightning strike battles when reinforcements are present
- Out-CleveringOut-Clevering3 levelsLevel 1
- Ambush success chance: +6% (Lord's army)
- Ambush success chance: +16% (Lord's army)
- Ambush success chance: +30% (Lord's army)
- Mob BossMob Boss3 levelsLevel 1
- Upkeep: -3% (Lord's army)
- Upkeep: -6% (Lord's army)
- Upkeep: -9% (Lord's army)
- Really GreenReally Green3 levelsLevel 1
- Corruption: -1 (local province)
- Corruption: -2 (local province)
- Corruption: -3 (local province)
- Renowned & FearedRenowned & Feared
- Enemy Hero action success chance: -10%
- Hero self-defence: +25% chance of wounding aggressors
- Campaign movement range: +5%
- Recruit rank: +1 for all units (Lord's army)
- Upkeep: -8% (Lord's army)
Every version of Azhag the Slaughterer
2 units share this name (mounts, race versions, renown or faction variants). Differences from the first row are highlighted.
| Version | HP | Models | Armour | Lead. | Speed | MA | MD | WS | Charge | Cost | Upkeep | Unit key |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| GreenskinsWizard Lord | 5,221 | 1 | 70 | 72 | 36 | 60 | 36 | 420 | 50 | 1,200 | 300 | wh_main_grn_cha_azhag_the_slaughterer_0 |
| GreenskinsWizard Lord | 7,008 | 1 | 70 | 72 | 110 | 50 | 32 | 480 | 80 | 1,600 | 400 | wh_main_grn_cha_azhag_the_slaughterer_1 |
Who can field it
- Greenskins · Grimgor's 'Ardboyz
Custom Battle lists factions under each race; every faction of a race fields that race's units (units_custom_battle_permissions rows of any of its factions). The name after the race is the faction the army builder uses.
Where these numbers come from
Read from the game's database tables for patch 9.0.4 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 099796e8). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.