
Coeddil
Hero· Wizard· 1 model at Ultra size
Comes with Realm of the Wood Elves(Warhammer I)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Coeddil is Wood Elves hero: 10,328 HP, armour 110, melee attack 65, melee defence 52, weapon strength 560. It costs 1,800 in the campaign and in multiplayer. It comes with Realm of the Wood Elves. Unit key wh2_dlc16_wef_cha_ancient_treeman_coeddil_0. Patch 9.0.4, from the game's data tables.
Health
10,328
Armour
110
Leadership
100
Speed
35
Melee attack
65
Melee defence
52
Weapon strength
160 base + 400 armour-piercing, +25 vs large
560
Charge bonus
40
Attributes
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
- Causes Terror
This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
- Expert Charge Defence
When bracing, this unit negates the charge bonus of any attacker.
- 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.
- Vanguard Deployment
This unit can deploy outside the deployment zone.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
- Woodsman
This unit can pass through trees.
- Unbreakable
This unit does not suffer any form of leadership loss and will never rout.
Abilities
- Muster of MalevolentsDirect Damage · Strong vs characters, Causes damage to combatants…activeMuster of MalevolentsDirect DamageStrong vs charactersCauses damage to combatantsStrong vs a single combatantWeak vs multiple combatantsCooldown 90 s · Duration 15 s · 3 usesUnleashed upon a foe, these aggressive manifestations of the forest are utilised for their needle-like arrows that inflict painful wounds from afar.
- Murder of SpitesDirect Damage (Area) · Causes damage to combatantspassiveMurder of SpitesDirect Damage (Area)Causes damage to combatantsPassive · Range 35 mHiding in their hosts' hollows are fiendish forms, ready to strike out at any who draw near.
- 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.
- Blessing of the AncientsAugment · +20% Spell MasterypassiveBlessing of the AncientsAugment+20% Spell MasteryPassiveThe magical power permeating the forests is bestowed upon those who defend it.
- Howl of the ForestAugment · +8 Melee AttackpassiveHowl of the ForestAugment+8 Melee AttackPassive · Range 35 mElven troops will fight for Athel Loren, for their very souls are tethered to its fate.
- Ancient ProtectorHex (Area)passiveAncient ProtectorHex (Area)Passive · Range 35 mFrom the deepest, dankest forest depths a Treeman Ancient rises, charged with protecting its forest-kin from harm.
- FrenzyAugment · +10% Charge Bonus, +10 Melee Attack…passiveFrenzyAugment+10% Charge Bonus+10 Melee Attack+10% Armour-Piercing Weapon Damage+10% Base Weapon DamagePassiveSome warriors care not for their own personal safety, and so work themselves into a whirlwind of destruction and mindless violence!
Lore of magic
Counters
Good against
- Large units — bonus vs large 25e.g. Rogue Idol, Dread Saurian, Khemric Titan · Wood Elves: Malevolent Treeman, Treeman
- Heavily armoured units — 400 of 560 weapon strength armour-piercinge.g. Steam Tank, Blessed Bastiladon (Solar Engine), Rotting Leviathan · Wood Elves: Malevolent Treeman, Treeman
- Units with physical resistance — magical melee attackse.g. Hexwraiths, Cairn Wraiths, Syreens · Wood Elves: Sisters of the Thorn, Ceithin-Har
- Light infantry-sized units — large, mass 7,000e.g. Exalted Plaguebearers of Nurgle, Zombies, Zombie Pirate Deckhand Mob · Wood Elves: Bladesingers, Wildwood Rangers
Vulnerable to
- Bonus vs large — large (cavalry-sized or bigger)e.g. Bone Giant, Feral Troglodon, Warp Lightning Cannons · Wood Elves: Zoats, Wardancers (Asrai Spears)
- Armour-piercing — armour 110e.g. Warp-Doom Magma-Cannon, Luminark of Hysh, Little Grom · Wood Elves: Malevolent Treeman, Treeman
- Magical attacks — physical resistance +20%e.g. Stormfiends (Warpfire Projectors), Warpfire Throwers, Death Globe Bombardiers · Wood Elves: Deepwood Scouts (Swiftshiver Shards), Glade Guard (Hagbane Tips)
- Flaming attacks — fire weakness −25%e.g. Chameleon Stalkers, Blessed Chameleon Stalkers, Stormfiends (Warpfire Projectors) · Wood Elves: Glade Guard (Starfire Shafts)
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
Coeddil skill tree
31 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.
- Ancient WardingAncient Warding
- Physical resistance: 15% during forest battles (Hero's army)
- Lore of the ForgottenLore of the ForgottenUnlocks at rank 6
- Winds of Magic cost: -10% for all spells (Hero's army)
- Primeval HatredPrimeval HatredUnlocks at rank 12
- Attribute: Perfect Vigour
- Changing NatureChanging NatureUnlocks at rank 17
- Purchase Cost: -75% for Aspect upgrades (Hero's army)
- Chaos Undivided corruption: +1 (local province)
- Writhing BranchesWrithing BranchesUnlocks at rank 19
- Enables Awakened Forest attrition (enemy armies in local province)
- Chaos Undivided corruption: +1 (local province)
- Foe-SeekerFoe-Seeker
- Ability: "Foe-Seeker"
- Endurance of the OakEndurance of the Oak2 levelsLevel 1
- Hit points: +7%
- Hit points: +15%
- Impenetrable BarkImpenetrable Bark2 levelsLevel 1
- Armour: +15
- Armour: +30
- Tempered RigourTempered Rigour2 levelsLevel 1
- Melee attack: +6
- Melee defence: +6
- Melee attack: +12
- Melee defence: +12
- Violent DelightsViolent Delights2 levelsLevel 1
- Weapon strength: +15%
- Weapon strength: +30%
- Colossal StrikeColossal Strike
- Ability: "Colossal Strike"
- Power of DarknessPower of Darkness
- Cooldown: -50% to "Power of Darkness"
- Winds of Magic cost: -1 for "Power of Darkness"
- Flock of DoomFlock of Doom2 levelsLevel 1
- Overcast spell: "Flock of Doom Upgraded"
- Cooldown: -30% to "Flock of Doom"
- Miscast base chance: -15% for "Flock of Doom Upgraded"
- Overcast spell: "Flock of Doom Upgraded"
- Winds of Magic cost: -1 for "Flock of Doom"
- Winds of Magic cost: -2 for "Flock of Doom Upgraded"
- Cooldown: -50% to "Flock of Doom"
- Word of PainWord of Pain2 levelsLevel 1
- Cooldown: -30% to "Word of Pain"
- Spell: "Word of Pain"
- Overcast spell: "Word of Pain Upgraded"
- Cooldown: -50% to "Word of Pain"
- Miscast base chance: -15% for "Word of Pain Upgraded"
- Overcast spell: "Word of Pain Upgraded"
- Winds of Magic cost: -2 for "Word of Pain"
- Winds of Magic cost: -3 for "Word of Pain Upgraded"
- Wyssan's WildformWyssan's Wildform2 levelsLevel 1
- Overcast spell: "Wyssan's Wildform Upgraded"
- Cooldown: -30% to "Wyssan's Wildform"
- Miscast base chance: -15% for "Wyssan's Wildform Upgraded"
- Overcast spell: "Wyssan's Wildform Upgraded"
- Winds of Magic cost: -1 for "Wyssan's Wildform"
- Winds of Magic cost: -1 for "Wyssan's Wildform Upgraded"
- Cooldown: -50% to "Wyssan's Wildform"
- DoomboltDoombolt2 levelsLevel 1
- Cooldown: -30% to "Doombolt"
- Spell: "Doombolt"
- Overcast spell: "Doombolt Upgraded"
- Cooldown: -50% to "Doombolt"
- Miscast base chance: -15% for "Doombolt Upgraded"
- Overcast spell: "Doombolt Upgraded"
- Winds of Magic cost: -2 for "Doombolt"
- Winds of Magic cost: -3 for "Doombolt Upgraded"
- Transformation of KadonTransformation of Kadon
- Spell: "Transformation of Kadon"
- Winds of Magic cost: -6 for "Transformation of Kadon"
- EarthingEarthing
- Miscast base chance: -15%
- Wild HeartWild Heart
- Passive ability: "Wild Heart"
- Spiteful ConjurationSpiteful Conjuration
- Passive ability: "Spiteful Conjuration"
- Magical ReservesMagical Reserves
- Winds of Magic power reserve capacity: +5
- Arcane ConduitArcane Conduit
- Passive ability: "Arcane Conduit"
- Howl of the ForestHowl of the ForestUnlocks at rank 6
- Passive ability: "Howl of the Forest"
- Unseelie CourtUnseelie Court
- Ability: "Blight of Terrors"
- Cooldown: -30% to Blight of Terrors, Muster of Malevolents, Pageant of Shrikes, and Befuddlement of Mischiefs (Hero's army)
- Exile's ReturnExile's Return
- Armour: +10 for Dryad, Tree Kin and Treeman units (Hero's army)
- Passive ability: "Annoyance of Netlings" for Dryads units (Rank 7 and above) (Hero's army)
- AssassinateAssassinate3 levelsLevel 1
- Assassinate action: Additional 3% success chance
- Assassinate action: Additional 8% success chance
- Assassinate action: Additional 15% success chance
- Assault UnitsAssault Units3 levelsLevel 1
- Assault Units action: Additional 3% casualties inflicted
- Assault Units action: Additional 8% casualties inflicted
- Assault Units action: Additional 15% casualties inflicted
- 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%
- 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
- Spread ControlSpread Control3 levelsLevel 1
- Spread Control action: Control is modified by an additional 1
- Spread Control action: Control is modified by an additional 2
- Spread Control action: Control is modified 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
- Wood Elves · Talsyn
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.