Health
11,820
Armour
35
Leadership
100
Speed
39
Melee attack
60
Melee defence
35
Weapon strength
300 base + 250 armour-piercing
550
Charge bonus
35
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.

Vanguard Deployment
This unit can deploy outside the deployment zone.

Strider
Speed and combat penalties caused by terrain are ignored by this unit.
Abilities
The Enfeebling FoeHex · -24 Melee Attack, -24 Melee DefenceactiveThe Enfeebling FoeHex-24 Melee Attack-24 Melee DefenceCooldown 60 s · Duration 17 s · 3 uses · Wind-up 1 sBy means of the Lore of Shadows, the Wizard causes the enemy to be worn down by their own burdens, until they are enervated to a sorry standstill.
Doom & DarknessHex · -16 LeadershipactiveDoom & DarknessHex-16 LeadershipCooldown 90 s · Duration 36 s · 3 uses · Wind-up 1 sSpirits of the departed assail the Wizard’s foes, sapping their resolve and causing dread among their numbers.
Flock of DoomDirect Damage (Area) · Strong vs units with 25 or more entities, Causes damage to combatants…activeFlock of DoomDirect Damage (Area)Strong vs units with 25 or more entitiesCauses damage to combatantsStrong vs multiple combatantsWeak vs a single combatantCooldown 60 s · Duration 6 s · 3 uses · Range 35 m · Wind-up 1 sWith a mighty bellow, the spellcaster invokes Corvus the Crow Lord, summoning his servants to peck at the foe's eyes.
Dual Personality – SavageAugmentpassiveDual Personality – SavageAugmentPassiveSome Curs’d Ettin retain enough intelligence in one head to recall secrets of their old tribal magic, allowing them to convalesce when under grave threat.
Dual Personality – BetrayerHex · -10% Spell Mastery, +15 Physical ResistancepassiveDual Personality – BetrayerHex-10% Spell Mastery+15 Physical ResistancePassive · Range 55 mSome Curs’d Ettin retain enough intelligence in one head to recall secrets of their old tribal magic, affording them the power to nullify even the most potent magical armaments.
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.
Who can field it
- World Walkers
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.