
Clawspeaker (Life)
Hero· Wizard· 1 model at Ultra size
Comes with Character Pack - Bhashiva(Warhammer III)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Clawspeaker (Life) is Grand Cathay hero: 4,548 HP, armour 20, melee attack 42, melee defence 40, weapon strength 325. It costs 1,600 in the campaign and 750 in multiplayer. It comes with Character Pack - Bhashiva. Unit key wh3_cp1_cth_cha_clawspeaker_life. Patch 9.0.4, from the game's data tables.
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.
Lore of magic
Counters
Good against
- Units with physical resistance — magical melee attackse.g. Hexwraiths, Cairn Wraiths, Syreens · Grand Cathay: Tiger Warrior Stalkers, Onyx Crowmen
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth
- Missile fire — armour 20, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · Grand Cathay: Iron Hail Gunners, Fire Rain Rocket Battery
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
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.
Plan Clawspeaker (Life)'s skills
- Wind HarmonyWind HarmonyUnlocks at rank 7
- Spell resistance: 10%
- Ranged DisciplineRanged DisciplineUnlocks at rank 7
- Missile resistance: 10%
- ImmortalityImmortalityUnlocks at rank 20
- When normally killed in action, this Hero will be wounded instead
- MentorMentorUnlocks at rank 30 · 3 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 EpiphanyUnlocks at rank 12
- 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%
- Ferocity of KamauFerocity of KamauUnlocks at rank 8
- Passive ability: "Ferocity of Kamau"
- Melee attack: +8
- Melee defence: +6
- Base weapon damage: +20%
- Mantra of RighteousnessMantra of Righteousness
- Battle prayer: "Mantra of Righteousness"
- Attribute: Immune to Psychology for all Tiger Warrior units (Hero's army)
- Attribute: Causes Fear
- Mysticism of KamauMysticism of KamauUnlocks at rank 8
- Passive ability: "Mysticism of Kamau"
- Winds of Magic power reserve: +2 per turn
- Winds of Magic power reserve capacity: +10
- Arcane HymnArcane Hymn
- Battle prayer: "Arcane Hymn"
- Winds of Magic cost: -1 for Lore of Beasts, Life, and Shadow spells
- Cooldown: -15% to Lore of Beasts, Life, and Shadow spells
- Protection of KamauProtection of KamauUnlocks at rank 8
- Passive ability: "Protection of Kamau"
- Attrition: -10% casualties suffered from Chaos attrition (Hero's army)
- Ward save: +5%
- Mantra of InvigorationMantra of Invigoration
- Battle prayer: "Mantra of Invigoration"
- 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
- Cleanse Corruption action: Corruption is reduced by an additional 2
- Cleanse Corruption action: Corruption is reduced by an additional 3
- 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
- Grand Cathay · The Northern Provinces
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.