
Health
4,548
Armour
20
Leadership
65
Speed
44
Melee attack
42
Melee defence
40
Weapon strength
225 base + 100 armour-piercing
325
Charge bonus
40
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.

Woodsman
This unit can pass through trees.

Tiger Warrior
A Tiger Warrior unit has: Increased Speed Increased Charge Bonus Ferocious Ambush ability
Abilities
Mantra of InvigorationRegenerationactiveMantra of InvigorationRegenerationCooldown 120 s · Duration 32 sThrough fervent supplication, a Clawspeaker may be rejuvenated in body, for he knows mental fortitude cannot overcome the body's failings.
Protection of KamauWard Save (Area) · +10 Physical ResistancepassiveProtection of KamauWard Save (Area)+10 Physical ResistancePassive · Duration 24 sThe Clawspeaker’s presence brings forth the robust aspect of Kamau, bestowing upon worshippers a divine steadfastness under hardship.
Ferocious AmbushAugment · +25% Charge Speed, +15% Speed…passiveFerocious AmbushAugment+25% Charge Speed+15% Speed+15% Charge BonusPassive · Cooldown 90 s · Duration 20 sCertain Tiger Warrior martial philosophies cannot be practiced outside their kin, their innate feral instincts enabling – among other things – the impossible speeds of their renowned charges.
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.
Clawspeaker (Life) skill tree
32 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.
Wind HarmonyWind Harmony
Spell resistance: 10%
Ranged DisciplineRanged Discipline
Missile resistance: 10%
ImmortalityImmortalityUnlocks at rank 19
When normally killed in action, this Hero will be wounded instead
MentorMentor3 levelsLevel 1
Character will share +15% of experience earned between all other active Heroes of the same type
Character will share +30% of experience earned between all other active Heroes of the same type
Character will share +50% of experience earned between all other active Heroes of the same type
Divine EpiphanyDivine Epiphany
Campaign movement range: +10%
Hunter-MysticHunter-Mystic
Vigour loss reduction: -15% for all Tiger Warrior units (Hero's army)
Hit points: +10%
Leader of CeremoniesLeader of Ceremonies
Corruption: -4 (local province)
Growth: +8 (local province)
Control: +4 (local province)
Unrelenting ConduitUnrelenting Conduit
Spell resistance: 15% for all Tiger Warrior units (Hero's army)
Miscast base chance: -10%
Litany of the WindsLitany of the Winds
Spell intensity: +5%
wh3_cp1_skill_cth_clawspeaker_life_offense_0wh3_cp1_skill_cth_clawspeaker_life_offense_0
Passive ability: ""
Melee attack: +8
Melee defence: +6
Base weapon damage: +20%
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Battle prayer: ""
Attribute: Immune to Psychology for all Tiger Warrior units (Hero's army)
Attribute: Causes Fear
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Passive ability: ""
Winds of Magic power reserve: +2 per turn
Winds of Magic power reserve capacity: +10
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Battle prayer: ""
Winds of Magic cost: -1 for Lore of Beasts, Life, and Shadow spells
Cooldown: -15% to Lore of Beasts, Life, and Shadow spells
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Passive ability: ""
Attrition: -10% casualties suffered from Chaos attrition (Hero's army)
Ward save: +5%
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Battle prayer: ""
Battle healing cap: +10% (Hero's army)
Casualty replenishment rate: +5% (Hero's army)
Awakening of the WoodAwakening of the Wood2 levelsLevel 1
Cooldown: -30% to "Awakening of the Wood"
Spell: "Awakening of the Wood"
Winds of Magic cost: -1 for "Awakening of the Wood"
Cooldown: -50% to "Awakening of the Wood"
Spell: "Awakening of the Wood"
Life BloomLife Bloom
Passive ability: "Life Bloom"
Earth BloodEarth Blood3 levelsLevel 1
Spell: "Earth Blood"
Overcast spell: "Earth Blood Upgraded"
Cooldown: -30% to "Earth Blood"
Miscast base chance: -15% for "Earth Blood Upgraded"
Overcast spell: "Earth Blood Upgraded"
Winds of Magic cost: -2 for "Earth Blood"
Winds of Magic cost: -3 for "Earth Blood Upgraded"
Cooldown: -50% to "Earth Blood"
Shield of ThornsShield of Thorns3 levelsLevel 1
Spell: "Shield of Thorns"
Overcast spell: "Shield of Thorns Upgraded"
Cooldown: -30% to "Shield of Thorns"
Miscast base chance: -15% for "Shield of Thorns Upgraded"
Overcast spell: "Shield of Thorns Upgraded"
Winds of Magic cost: -2 for "Shield of Thorns"
Winds of Magic cost: -2 for "Shield of Thorns Upgraded"
Cooldown: -50% to "Shield of Thorns"
Flesh to StoneFlesh to Stone3 levelsLevel 1
Spell: "Flesh to Stone"
Overcast spell: "Flesh to Stone Upgraded"
Cooldown: -30% to "Flesh to Stone"
Miscast base chance: -15% for "Flesh to Stone Upgraded"
Overcast spell: "Flesh to Stone Upgraded"
Winds of Magic cost: -1 for "Flesh to Stone"
Winds of Magic cost: -1 for "Flesh to Stone Upgraded"
Cooldown: -50% to "Flesh to Stone"
EvasionEvasion
Passive ability: "Evasion"
RegrowthRegrowth3 levelsLevel 1
Spell: "Regrowth"
Overcast spell: "Regrowth Upgraded"
Cooldown: -30% to "Regrowth"
Miscast base chance: -15% for "Regrowth Upgraded"
Overcast spell: "Regrowth Upgraded"
Winds of Magic cost: -2 for "Regrowth"
Winds of Magic cost: -3 for "Regrowth Upgraded"
Cooldown: -50% to "Regrowth"
The Dwellers BelowThe Dwellers Below3 levelsLevel 1
Spell: "The Dwellers Below"
Overcast spell: "The Dwellers Below Upgraded"
Cooldown: -30% to "The Dwellers Below"
Miscast base chance: -15% for "The Dwellers Below Upgraded"
Overcast spell: "The Dwellers Below Upgraded"
Winds of Magic cost: -3 for "Dwellers Below"
Winds of Magic cost: -3 for "Dwellers Below Upgraded"
Cooldown: -50% to "The Dwellers Below"
EarthingEarthing
Miscast base chance: -15%
Magical ReservesMagical Reserves
Winds of Magic power reserve capacity: +5
Arcane ConduitArcane Conduit
Passive ability: "Arcane Conduit"
Replenish TroopsReplenish Troops3 levelsLevel 1
Replenish Troops action: Replenishment rate is increased by an additional 3%
Replenish Troops action: Replenishment rate is increased by an additional 6%
Replenish Troops action: Replenishment rate is increased by an additional 9%
Hinder ReplenishmentHinder Replenishment3 levelsLevel 1
Hinder Replenishment action: Replenishment is modified by an additional -10%
Hinder Replenishment action: Replenishment is modified by an additional -20%
Hinder Replenishment action: Replenishment is modified by an additional -40%
Damage WallsDamage Walls3 levelsLevel 1
Damage Walls action: 1 additional wall breaches
Damage Walls action: 2 additional wall breaches
Damage Walls action: 3 additional wall breaches
WoundWound3 levelsLevel 1
Wound action: Additional 5% chance of wounding target
Wound action: Additional 12% chance of wounding target
Wound action: Additional 21% chance of wounding target
Cleanse CorruptionCleanse Corruption3 levelsLevel 1
Cleanse Corruption action: Corruption is reduced by an additional 1
Corruption: -1 (local province)
Cleanse Corruption action: Corruption is reduced by an additional 2
Corruption: -2 (local province)
Cleanse Corruption action: Corruption is reduced by an additional 3
Corruption: -3 (local province)
SpecialistSpecialist3 levelsLevel 1
Hero action cost: -10%
Hero action success chance: +1%
Hero action cost: -20%
Hero action success chance: +3%
Hero action cost: -40%
Hero action success chance: +6%
Who can field it
- The Northern Provinces
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.