
Chaos Sorcerer Lord of Slaanesh (Slaanesh)
Lord· Wizard Lord· 1 model at Ultra size
Health
3,808
Armour
80
Leadership
70
Speed
38
Melee attack
48
Melee defence
44
Weapon strength
240 base + 120 armour-piercing
360
Charge bonus
20
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.

Immune to Psychology
The unit is immune to psychological attacks (Fear & Terror).

Mark of Slaanesh
A unit with the Mark of Slaanesh has: Immune to Psychology Attribute Strider Attribute Increased Physical Resistance Increased Speed

Mastery of Elemental Winds
When two or more units in the same army share this attribute, intensity increases the power of spells cast.

Strider
Speed and combat penalties caused by terrain are ignored by this unit.
Abilities
Paragon of ExcessHex (Area) · -5 Melee AttackpassiveParagon of ExcessHex (Area)-5 Melee AttackPassive · Range 35 mWho could strike at such a tempting figure? After all, it would be a shame to mar such beguiling beauty.
The Black TongueHexactiveThe Black TongueHexCooldown 120 s · Duration 21 s · 2 usesThis Slaaneshi Lord’s noxious combination of herbs magically sublimates a pungent and debilitating aroma that quite literally strangles the tongue.
Infernal PuppetHex (Area) · +50% Miscast ChancepassiveInfernal PuppetHex (Area)+50% Miscast ChancePassiveCoaxed into combat by a Lord of Slaanesh, there is no telling what you might witness. Yet one thing is certain: you shall be at your wits’ end.
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.
Lore of magic
Chaos Sorcerer Lord of Slaanesh (Slaanesh) skill tree
62 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.
Chaos SteedChaos Steed
Mount: Chaos Steed
wh3_dlc27_skill_chs_sorcerer_lord_slaanesh_msla_mount_daemonic_steedwh3_dlc27_skill_chs_sorcerer_lord_slaanesh_msla_mount_daemonic_steed
Mount: Daemonic Steed
Chaos WarshrineChaos Warshrine
Mount: Warshrine
Paradise of PleasureParadise of Pleasure3 levelsLevel 1
Khorne Authority: -2 (Lord's army)
Slaanesh Authority: +2 (Lord's army)
Khorne Authority: -2 (Lord's army)
Slaanesh Authority: +3 (Lord's army)
Khorne Authority: -4 (Lord's army)
Slaanesh Authority: +4 (Lord's army)
Hearts of IronHearts of Iron
Vigour loss reduction: -15% (Lord's army)
Voice of the Dark GodsVoice of the Dark Gods
Leadership aura size: +40%
Aura of ChaosAura of ChaosUnlocks at rank 7
Missile resistance: 10%
Soldiers of RenownSoldiers of Renown3 levelsLevel 1
Regiments of Renown army capacity: +1 (own army)
Regiments of Renown army capacity: +2 (own army)
Regiments of Renown army capacity: +3 (own army)
ImmortalityImmortalityUnlocks at rank 19
This Lord will be wounded instead of killed in battle
MentorMentor3 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
Corrupt MageCorrupt Mage
Miscast base chance: +15% for all enemy spellcasters (enemy armies in local province)
Winds of Magic power reserve: +3 per turn (own army)
Malefic SorcererMalefic Sorcerer
Armour: +10
Melee attack: +5
Melee defence: +7
Vile EnchanterVile Enchanter
Attribute: Perfect Vigour for Forsaken (Lord's army)
Melee attack: +5 for Forsaken, Chaos Spawn and Chaos Feral Manticore units (Lord's army)
Slaanesh MarkedSlaanesh Marked
Ability: "Locus of Beguilement"
Sensuous SealSensuous Seal
Slaanesh Authority: +1 (Lord's army)
Speed: +10%
Beguiling BrandBeguiling Brand
Charge bonus: +10 (Lord's army)
Passive ability: "Paragon of Excess"
Lash of SlaaneshLash of Slaanesh2 levelsLevel 1
Cooldown: -30% to "Lash of Slaanesh"
Overcast spell: "Lash of Slaanesh Upgraded"
Cooldown: -50% to "Lash of Slaanesh"
Miscast base chance: -15% for "Lash of Slaanesh Upgraded"
Overcast spell: "Lash of Slaanesh Upgraded"
Winds of Magic cost: -1 for "Lash of Slaanesh"
Winds of Magic cost: -2 for "Lash of Slaanesh Upgraded"
Blissful RaptureBlissful Rapture
Passive ability: "Blissful Rapture"
AcquiescenceAcquiescence2 levelsLevel 1
Cooldown: -30% to "Acquiescence"
Overcast spell: "Acquiescence Upgraded"
Cooldown: -50% to "Acquiescence"
Miscast base chance: -15% for "Acquiescence Upgraded"
Overcast spell: "Acquiescence Upgraded"
Winds of Magic cost: -1 for "Acquiescence"
Winds of Magic cost: -2 for "Acquiescence Upgraded"
Pavane of SlaaneshPavane of Slaanesh2 levelsLevel 1
Cooldown: -30% to "Pavane of Slaanesh"
Spell: "Pavane of Slaanesh"
Overcast spell: "Pavane of Slaanesh Upgraded"
Cooldown: -50% to "Pavane of Slaanesh"
Miscast base chance: -15% for "Pavane of Slaanesh Upgraded"
Overcast spell: "Pavane of Slaanesh Upgraded"
Winds of Magic cost: -2 for "Pavane of Slaanesh"
Winds of Magic cost: -3 for "Pavane of Slaanesh Upgraded"
Hysterical FrenzyHysterical Frenzy2 levelsLevel 1
Cooldown: -30% to "Hysterical Frenzy"
Spell: "Hysterical Frenzy"
Overcast spell: "Hysterical Frenzy Upgraded"
Cooldown: -50% to "Hysterical Frenzy"
Miscast base chance: -15% for "Hysterical Frenzy Upgraded"
Overcast spell: "Hysterical Frenzy Upgraded"
Winds of Magic cost: -2 for "Hysterical Frenzy"
Winds of Magic cost: -3 for "Hysterical Frenzy Upgraded"
EvasionEvasion
Passive ability: "Evasion"
Slicing ShardsSlicing Shards2 levelsLevel 1
Cooldown: -30% to "Slicing Shards"
Spell: "Slicing Shards"
Overcast spell: "Slicing Shards Upgraded"
Cooldown: -50% to "Slicing Shards"
Miscast base chance: -15% for "Slicing Shards Upgraded"
Overcast spell: "Slicing Shards Upgraded"
Winds of Magic cost: -2 for "Slicing Shards"
Winds of Magic cost: -3 for "Slicing Shards Upgraded"
PhantasmagoriaPhantasmagoria2 levelsLevel 1
Cooldown: -30% to "Phantasmagoria"
Spell: "Phantasmagoria"
Overcast spell: "Phantasmagoria Upgraded"
Cooldown: -50% to "Phantasmagoria"
Miscast base chance: -15% for "Phantasmagoria Upgraded"
Overcast spell: "Phantasmagoria Upgraded"
Winds of Magic cost: -2 for "Phantasmagoria"
Winds of Magic cost: -3 for "Phantasmagoria Upgraded"
EarthingEarthing
Miscast base chance: -15%
Magical ReservesMagical Reserves
Winds of Magic power reserve capacity: +5
Arcane ConduitArcane Conduit
Passive ability: "Arcane Conduit"
Dominating PresenceDominating Presence
Unit experience gain per turn: +75 (Lord's army)
Character's aura leadership effect: +5
Chaos VanguardChaos Vanguard3 levelsLevel 1
Melee attack: +4 for all non-Daemonic Infantry units (Lord's army)
Armour: +6 for all non-Daemonic Infantry units (Lord's army)
Melee attack: +6 for all non-Daemonic Infantry units (Lord's army)
Armour: +12 for all non-Daemonic Infantry units (Lord's army)
Melee attack: +8 for all non-Daemonic Infantry units (Lord's army)
Savage BloodlustSavage Bloodlust3 levelsLevel 1
Armour: +4 for all Daemonic melee units (Lord's army)
Armour: +8 for all Daemonic melee units (Lord's army)
Charge bonus: +8 for all Daemonic melee units (Lord's army)
Armour: +12 for all Daemonic melee units (Lord's army)
Charge bonus: +12 for all Daemonic melee units (Lord's army)
Warp FireWarp Fire3 levelsLevel 1
Melee defence: +4 for all Daemonic Missile and Flying units (Lord's army)
Melee defence: +6 for all Daemonic Missile and Flying units (Lord's army)
Missile strength: +8% for all Daemonic Missile units (Lord's army)
Speed: +4% for all Daemonic Flying units (Lord's army)
Melee defence: +8 for all Daemonic Missile and Flying units (Lord's army)
Missile strength: +12% for all Daemonic Missile units (Lord's army)
Speed: +6% for all Daemonic Flying units (Lord's army)
Hammer into AnvilHammer into Anvil3 levelsLevel 1
Charge bonus: +6 for all non-Daemonic Cavalry and Chariot units (Lord's army)
Charge bonus: +6 for all non-Daemonic Cavalry and Chariot units (Lord's army)
Melee defence: +6 for all non-Daemonic Cavalry and Chariot units (Lord's army)
Charge bonus: +12 for all non-Daemonic Cavalry and Chariot units (Lord's army)
Melee defence: +8 for all non-Daemonic Cavalry and Chariot units (Lord's army)
Monstrous StrengthMonstrous Strength3 levelsLevel 1
Weapon strength: +4% for all non-Daemonic war beasts, monstrous and monster units (Lord's army)
Melee attack: +6 for all non-Daemonic war beasts, monstrous, and monster units (Lord's army)
Weapon strength: +6% for all non-Daemonic war beasts, monstrous and monster units (Lord's army)
Melee attack: +8 for all non-Daemonic war beasts, monstrous, and monster units (Lord's army)
Weapon strength: +10% for all non-Daemonic war beasts, monstrous and monster units (Lord's army)
DoomfireDoomfire3 levelsLevel 1
Ammunition: +10% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)
Ammunition: +15% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)
Missile strength: +8% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)
Ammunition: +20% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)
Missile strength: +12% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)
Rally!Rally!
Ability: "Rally!"
Legion of DoomLegion of Doom
Armour: +10 for all Infantry units (Rank 7 and above) (Lord's army)
Melee defence: +5 for all Infantry units (Rank 7 and above) (Lord's army)
Spell resistance: 20% for all Infantry units (Rank 7 and above) (Lord's army)
Speed & MaliceSpeed & Malice
Melee attack: +5 for all Cavalry, Chariot and Flying units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for all Cavalry, Chariot and Flying units (Rank 7 and above) (Lord's army)
Speed: +10% for all Cavalry, Chariot and Flying units (Rank 7 and above) (Lord's army)
Freakish MutationsFreakish Mutations
Leadership: +8 for all war beasts, monstrous and monster units (Rank 7 and above) (Lord's army)
Melee attack: +5 for all war beasts, monstrous, and monster units (Rank 7 and above) (Lord's army)
Ward save: +5% for all war beasts, monstrous and monster units (Rank 7 and above) (Lord's army)
Malevolent RangerMalevolent Ranger
Armour: +10 for all Missile units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for all Missile units (Rank 7 and above) (Lord's army)
Reload time reduction: +10% for all Missile units (Rank 7 and above) (Lord's army)
Stand or Die!Stand or Die!
Replaces: "Rally!"
Ability: "Stand or Die!"
Route MarcherRoute Marcher
Campaign movement range: +5%
Route MarcherRoute Marcher
Campaign movement range: +5%
DespoilersDespoilers3 levelsLevel 1
Income from raiding: +10% (Lord's army)
Income from sacking settlements: +5% (Lord's army)
Income from raiding: +20% (Lord's army)
Income from sacking settlements: +10% (Lord's army)
Income from raiding: +30% (Lord's army)
Income from sacking settlements: +15% (Lord's army)
DespoilersDespoilers3 levelsLevel 1
Income from raiding: +10% (Lord's army)
Income from sacking settlements: +5% (Lord's army)
Income from raiding: +20% (Lord's army)
Income from sacking settlements: +10% (Lord's army)
Income from raiding: +30% (Lord's army)
Income from sacking settlements: +15% (Lord's army)
Serve or DieServe or Die3 levelsLevel 1
Recruitment cost: -5% (Lord's army)
Unit Upgrades cost: -5% for all units
Recruitment cost: -10% (Lord's army)
Unit Upgrades cost: -10% for all units
Recruitment cost: -15% (Lord's army)
Serve or DieServe or Die3 levelsLevel 1
Recruitment cost: -5% (Lord's army)
Recruitment cost: -10% (Lord's army)
Recruitment cost: -15% (Lord's army)
Devoted of ChaosDevoted of Chaos3 levelsLevel 1
Increased experience gain: +10% for units when fighting against the Forces of Order (Lord's army)
Increased experience gain: +15% for units when fighting against the Forces of Order (Lord's army)
Souls gained from battles: +10%
Increased experience gain: +20% for units when fighting against the Forces of Order (Lord's army)
Souls gained from battles: +15%
CorruptionCorruption3 levelsLevel 1
Slaanesh corruption: +1 (local province)
Slaanesh corruption: +2 (local province)
Slaanesh corruption: +4 (local province)
RuinationRuination3 levelsLevel 1
Attrition suffered by defender: +10% when laying siege or encircling (local region)
Attrition suffered by defender: +20% when laying siege or encircling (local region)
Control: -4 (local enemy province)
Attrition suffered by defender: +40% when laying siege or encircling (local region)
Control: -8 (local enemy province)
RuinationRuination3 levelsLevel 1
Attrition suffered by defender: +10% when laying siege or encircling (local region)
Attrition suffered by defender: +20% when laying siege or encircling (local region)
Control: -4 (local enemy province)
Attrition suffered by defender: +40% when laying siege or encircling (local region)
Control: -8 (local enemy province)
Unholy ResilienceUnholy Resilience
Casualty replenishment rate: +30% for this Lord
Wound recovery time: -1 turns
Unholy ResilienceUnholy Resilience
Casualty replenishment rate: +30% for this Lord
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
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
Foetid GallipotFoetid Gallipot3 levelsLevel 1
Casualty replenishment rate: +2% (Lord's army)
Attrition: -10% casualties suffered from all attrition (Lord's army)
Casualty replenishment rate: +4% (Lord's army)
Attrition: -20% casualties suffered from all attrition (Lord's army)
Casualty replenishment rate: +6% (Lord's army)
Attrition: -30% casualties suffered from all attrition (Lord's army)
Foetid GallipotFoetid Gallipot3 levelsLevel 1
Casualty replenishment rate: +2% (Lord's army)
Attrition: -10% casualties suffered from all attrition (Lord's army)
Casualty replenishment rate: +4% (Lord's army)
Attrition: -20% casualties suffered from all attrition (Lord's army)
Casualty replenishment rate: +6% (Lord's army)
Attrition: -30% casualties suffered from all attrition (Lord's army)
Blessed by EvilBlessed by Evil3 levelsLevel 1
Post battle chance of stealing a magic item: +5%
Income from post-battle loot: +5%
Post battle chance of stealing a magic item: +10%
Income from post-battle loot: +10%
Post battle chance of stealing a magic item: +15%
Income from post-battle loot: +15%
Blessed by EvilBlessed by Evil3 levelsLevel 1
Post battle chance of stealing a magic item: +5%
Income from post-battle loot: +5%
Post battle chance of stealing a magic item: +10%
Income from post-battle loot: +10%
Post battle chance of stealing a magic item: +15%
Income from post-battle loot: +15%
PremonitionPremonition3 levelsLevel 1
Ambush defence chance: +10% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%
Ambush defence chance: +20% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +20%
Ambush defence chance: +30% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +30%
PremonitionPremonition3 levelsLevel 1
Ambush defence chance: +10% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%
Ambush defence chance: +20% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +20%
Ambush defence chance: +30% (Lord's army)
Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +30%
Dark SeducerDark Seducer
Souls gained from battles: +10%
Slaanesh corruption: +1 (local province)
Campaign movement range: +5%
Income from post-battle loot: +10%
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 Chaos Sorcerer Lord of Slaanesh (Slaanesh)
4 units share this name across races (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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Warriors of Chaos, SlaaneshWizard Lord | 3,808 | 1 | 80 | 70 | 38 | 48 | 44 | 360 | 20 | 1,000 | 250 | wh3_dlc27_chs_cha_sorcerer_lord_slaanesh_msla |
| Warriors of Chaos, SlaaneshWizard Lord | 11,250 | 1 | 60 | 70 | 43 | 35 | 30 | 375 | 25 | 1,400 | 250 | wh3_dlc27_chs_cha_sorcerer_lord_slaanesh_msla_warshrine |
| Warriors of Chaos, SlaaneshWizard Lord | 4,296 | 1 | 100 | 70 | 83 | 48 | 44 | 360 | 45 | 1,200 | 250 | wh3_dlc27_chs_cha_sorcerer_lord_slaanesh_msla_chaos_steed |
| Warriors of Chaos, SlaaneshWizard Lord | 4,880 | 1 | 80 | 70 | 100 | 48 | 55 | 360 | 50 | 1,600 | 250 | wh3_dlc27_chs_cha_sorcerer_lord_slaanesh_msla_daemonic_steed |
Who can field it
- Seducers of Slaanesh
- Warhost of the Apocalypse
Where these numbers come from
Read from the game's database tables for patch 9.0 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 8a4f7e64). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.