
Cultist of Tzeentch
Hero· Wizard· 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.
Cultist of Tzeentch is Tzeentch hero: 3,688 HP, a magic barrier of 600 on top, armour 15, melee attack 25, melee defence 30, weapon strength 285. It costs 1,000 in the campaign and 400 in multiplayer. It comes with Shadows of Change. Unit key wh3_main_tze_cha_cultist_0. Patch 9.0.4, from the game's data tables.
Health
3,688
Barrier
+16% on top of health, taken first
600
Armour
15
Leadership
55
Speed
34
Melee attack
25
Melee defence
30
Weapon strength
200 base + 85 armour-piercing
285
Charge bonus
15
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.
- Mark of Tzeentch
A unit with the Mark of Tzeentch has: Barrier Magical Attacks
Abilities
- Gate of TzeentchSummon Unit · Summons a unit of Pink Horrors, Summoned units degrade over timeactiveGate of TzeentchSummon UnitSummons a unit of Pink HorrorsSummoned units degrade over timeCooldown 120 s · Duration 10 s · 1 use · Wind-up 5 sUndiluted Change in the form of Pink Horrors tumble through into this world, giggling and capering towards the foe.
- 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 · Tzeentch: Soul Grinder of Tzeentch, Burning Chariot of Tzeentch
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Tzeentch: Mutalith Vortex Beast, Burning Chariot of Tzeentch
- Missile fire — armour 15, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · Tzeentch: Changebringers, Flamers of Tzeentch
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
Cultist of Tzeentch skill tree
25 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 Cultist of Tzeentch's skills
- Chaos SteedChaos SteedUnlocks at rank 4
- Mount: Chaos Steed
- Chaos WarshrineChaos WarshrineUnlocks at rank 14
- Mount: Warshrine
- Gate of TzeentchGate of TzeentchUnlocks at rank 13 · 3 levelsLevel 1
- Ability: "Gate of Tzeentch"
- Ability: "Gate of Tzeentch"
- Ability number of uses: +1 for "Gate of Tzeentch"
- Ability: "Gate of Tzeentch"
- Ability number of uses: +2 for "Gate of Tzeentch"
- Greater Gate of TzeentchGreater Gate of Tzeentch
- Ability: "Greater Gate of Tzeentch"
- Invulnerable Through ChangeInvulnerable Through ChangeUnlocks at rank 7
- Missile resistance: 10%
- Hates NurgleHates NurgleUnlocks at rank 4
- Melee attack: +10 when fighting against Nurglish factions
- Weapon strength: +15% when fighting against Nurglish factions
- 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
- FireballFireball2 levelsLevel 1
- Overcast spell: "Fireball Upgraded"
- Cooldown: -30% to "Fireball"
- Miscast base chance: -15% for "Fireball Upgraded"
- Overcast spell: "Fireball Upgraded"
- Winds of Magic cost: -1 for "Fireball"
- Winds of Magic cost: -2 for "Fireball Upgraded"
- Cooldown: -50% to "Fireball"
- KindleflameKindleflame
- Passive ability: "Kindleflame"
- Cascading Fire-CloakCascading Fire-Cloak2 levelsLevel 1
- Spell: "Cascading Fire Cloak"
- Winds of Magic cost: -1 for "Cascading Fire Cloak"
- Cooldown: -50% to "Cascading Fire Cloak"
- Spell: "Cascading Fire Cloak"
- Flaming Sword of RhuinFlaming Sword of Rhuin3 levelsLevel 1
- Spell: "Flaming Sword of Rhuin"
- Overcast spell: "Flaming Sword of Rhuin Upgraded"
- Cooldown: -30% to "Flaming Sword of Rhuin"
- Miscast base chance: -15% for "Flaming Sword of Rhuin Upgraded"
- Overcast spell: "Flaming Sword of Rhuin Upgraded"
- Winds of Magic cost: -2 for "Flaming Sword of Rhuin"
- Winds of Magic cost: -2 for "Flaming Sword of Rhuin Upgraded"
- Cooldown: -50% to "Flaming Sword of Rhuin"
- The Burning HeadThe Burning Head3 levelsLevel 1
- Spell: "The Burning Head"
- Overcast spell: "The Burning Head Upgraded"
- Cooldown: -30% to "The Burning Head"
- Miscast base chance: -15% for "The Burning Head Upgraded"
- Overcast spell: "The Burning Head Upgraded"
- Winds of Magic cost: -2 for "The Burning Head"
- Winds of Magic cost: -3 for "The Burning Head Upgraded"
- Cooldown: -50% to "The Burning Head"
- Prismatic PluralityPrismatic Plurality
- Passive ability: "Prismatic Plurality"
- Piercing Bolts of BurningPiercing Bolts of Burning3 levelsLevel 1
- Spell: "Piercing Bolts of Burning"
- Overcast spell: "Piercing Bolts of Burning Upgraded"
- Cooldown: -30% to "Piercing Bolts of Burning"
- Miscast base chance: -15% for "Piercing Bolts of Burning Upgraded"
- Overcast spell: "Piercing Bolts of Burning Upgraded"
- Winds of Magic cost: -2 for "Piercing Bolts of Burning"
- Winds of Magic cost: -3 for "Piercing Bolts of Burning Upgraded"
- Cooldown: -50% to "Piercing Bolts of Burning"
- Flame StormFlame Storm3 levelsLevel 1
- Spell: "Flame Storm"
- Overcast spell: "Flame Storm Upgraded"
- Cooldown: -30% to "Flame Storm"
- Miscast base chance: -15% for "Flame Storm Upgraded"
- Overcast spell: "Flame Storm Upgraded"
- Winds of Magic cost: -3 for "Flame Storm"
- Winds of Magic cost: -3 for "Flame Storm Upgraded"
- Cooldown: -50% to "Flame Storm"
- EarthingEarthing
- Miscast base chance: -15%
- Magical ReservesMagical Reserves
- Winds of Magic power reserve capacity: +5
- Arcane ConduitArcane Conduit
- Passive ability: "Arcane Conduit"
- Increase MobilityIncrease Mobility3 levelsLevel 1
- Increase Mobility action: Movement range is increased by an additional 5%
- Increase Mobility action: Movement range is increased by an additional 10%
- Increase Mobility action: Movement range is increased by an additional 15%
- Spread CorruptionSpread Corruption3 levelsLevel 1
- Spread Corruption action: Tzeentch corruption is increased by an additional 1
- Spread Corruption action: Tzeentch corruption is increased by an additional 2
- Spread Corruption action: Tzeentch corruption is increased by an additional 3
- 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
- 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%
- 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%
Every version of Cultist of Tzeentch
3 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| TzeentchWizard | 3,688 | 1 | 15 | 55 | 34 | 25 | 30 | 285 | 15 | 1,000 | 250 | wh3_main_tze_cha_cultist_0 |
| TzeentchWizard | 4,096 | 1 | 45 | 55 | 78 | 25 | 30 | 285 | 30 | 1,000 | 250 | wh3_main_tze_cha_cultist_1 |
| TzeentchWizard | 11,250 | 1 | 60 | 55 | 38 | 35 | 30 | 375 | 25 | 3,000 | 250 | wh3_dlc20_tze_cha_cultist_mtze_warshrine |
Who can field it
- Tzeentch · Oracles of Tzeentch
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.
The game also has 3 summoned or scripted copies of this unit that no building or mercenary pool recruits (wh3_main_pro_tze_cha_cultist_0, wh3_main_pro_tze_cha_cultist_1, wh3_pro10_tze_cha_cultist_0).
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.