
Daemon Prince of Tzeentch
Lord· Wizard Lord· 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.
Daemon Prince of Tzeentch is Warriors of Chaos, Daemons of Chaos and Tzeentch lord: 7,600 HP, a magic barrier of 700 on top, armour 30, melee attack 55, melee defence 55, weapon strength 450. It costs 1,900 in the campaign and in multiplayer. Unit key wh3_dlc20_chs_cha_daemon_prince_mtze. Patch 9.0.4, from the game's data tables.
Health
7,600
Barrier
+9% on top of health, taken first
700
Armour
30
Leadership
80
Speed
80
Melee attack
55
Melee defence
55
Weapon strength
200 base + 250 armour-piercing
450
Charge bonus
50
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.
- Daemonic
Daemonic units cannot be routed, but take damage when their Leadership is low. Daemonic units also have: Physical Resistance Fear and Terror Immunity
- 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.
- Can Fly
This unit can fly.
- Mark of Tzeentch
A unit with the Mark of Tzeentch has: Barrier Magical Attacks
Abilities
- Paragon of ChangeRegeneration (Area) · Replenishes barrier points of combatantspassiveParagon of ChangeRegeneration (Area)Replenishes barrier points of combatantsPassive · Range 35 mThe magic of Tzeentch forms a protective barrier, continually strengthened according to the Wind-Lord's whims.
- Winds of ChangeAugment of the Winds · -50% Miscast ChanceactiveWinds of ChangeAugment of the Winds-50% Miscast ChanceCooldown 120 s · Duration 26 s"Take me to the magic moment, upon glory night, where the children of tomorrow dream…"
- Daemonic OnslaughtAugment · +60% Charge Bonus, +25% Armour-Piercing Weapon Damage…activeDaemonic OnslaughtAugment+60% Charge Bonus+25% Armour-Piercing Weapon Damage+25% Base Weapon DamageCooldown 90 s · Duration 34 sNo mortal host shall hold them back.
- Arcane FlightAugment · +15% Spell MasterypassiveArcane FlightAugment+15% Spell MasteryPassiveThe magical eddies flowing across the battlefield can be harnessed to propel the Daemon Prince ever faster, as if flying.
- Daemonic InstabilityDirect Damage · Causes damage to selfpassiveDaemonic InstabilityDirect DamageCauses damage to selfPassiveAs the Daemon's courage falters, their mortal form crumbles and fades from this reality.
- Banished!Direct Damage · Causes severe damage to selfpassiveBanished!Direct DamageCauses severe damage to selfPassiveOnce the Daemon's courage has failed them, they will fall back through the portal to the Chaos Realm whence they belong.
- 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
- Heavily armoured units — 250 of 450 weapon strength armour-piercinge.g. Steam Tank, Blessed Bastiladon (Solar Engine), Rotting Leviathan · Warriors of Chaos: Chaos Knights of Khorne, Chosen of Khorne
- Units with physical resistance — magical melee attackse.g. Hexwraiths, Cairn Wraiths, Syreens
- Light infantry-sized units — large, mass 4,000e.g. Exalted Plaguebearers of Nurgle, Zombies, Zombie Pirate Deckhand Mob · Warriors of Chaos: Chosen of Nurgle, Chosen of Slaanesh
Vulnerable to
- Bonus vs large — large (cavalry-sized or bigger)e.g. Bone Giant, Feral Troglodon, Warp Lightning Cannons · Warriors of Chaos: Dragon Ogre Shaggoth, Dragon Ogres
- Magical attacks — physical resistance +20%e.g. Stormfiends (Warpfire Projectors), Warpfire Throwers, Death Globe Bombardiers · Warriors of Chaos: Marauder Horsemen of Slaanesh, Hellcannon
- Missile fire — armour 30, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · Warriors of Chaos: Marauder Horsemasters, Marauder Horsemen of Khorne (Throwing Axes)
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
Daemon Prince of Tzeentch skill tree
59 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 Daemon Prince of Tzeentch's skills
- Authority of ChangeAuthority of Change3 levelsLevel 1
- Nurgle Authority: -2 (Lord's army)
- Tzeentch Authority: +2 (Lord's army)
- Nurgle Authority: -2 (Lord's army)
- Tzeentch Authority: +3 (Lord's army)
- Nurgle Authority: -3 (Lord's army)
- Tzeentch Authority: +4 (Lord's army)
- Hearts of IronHearts of Iron
- Vigour loss reduction: -15% (Lord's army)
- Voice of the Dark GodsVoice of the Dark Gods
- Leadership aura size: +40%
- Invulnerable Through ChangeInvulnerable Through ChangeUnlocks at rank 7
- Missile resistance: 10%
- Soldiers of RenownSoldiers of RenownUnlocks at rank 10 · 3 levelsLevel 1
- Regiments of Renown army capacity: +1 (own army)
- Regiments of Renown army capacity: +2 (own army)
- Regiments of Renown army capacity: +3 (own army)
- ImmortalityImmortalityUnlocks at rank 20
- This Lord will be wounded instead of killed in battle
- MentorMentorUnlocks at rank 30 · 3 levelsLevel 1
- Character experience gain: +20% (Heroes in Lord's army)
- Character will share +15% of experience earned between all other active Lords
- Character experience gain: +35% (Heroes in Lord's army)
- Character will share +30% of experience earned between all other active Lords
- Character experience gain: +50% (Heroes in Lord's army)
- Character will share +50% of experience earned between all other active Lords
- Wind LiftedWind LiftedUnlocks at rank 18
- Passive ability: "Arcane Flight"
- Barrier replenishment delay: -25%
- Deadly EruditionDeadly Erudition
- Tzeentch corruption: +4 (local province)
- Hero capacity: +2 for Chaos Sorcerers
- Hero recruit rank: +5 for Chaos Sorcerers (local province)
- Endless FlameEndless Flame
- Ammunition: +35% for Flamers of Tzeentch units (Lord's army)
- Tzeentch Authority: +2 (Lord's army)
- Daemons Reforged: +10% chance for destroyed Daemons of Tzeentch units to be restored after battle (Lord's army)
- Fate MarkedFate MarkedUnlocks at rank 16
- Ability: "Gaze of Fate"
- Changer's SealChanger's Seal
- Tzeentch Authority: +1 (Lord's army)
- Barrier hit points: +200
- Brand of TcharBrand of Tchar
- Passive ability: "Paragon of Change"
- Winds of Magic power reserve capacity: +10 (own army)
- Infernal ChampionInfernal Champion
- Weapon strength: +10%
- Devastating ChargeDevastating Charge2 levelsLevel 1
- Charge bonus: +15
- Charge bonus: +30
- Thick-SkinnedThick-Skinned2 levelsLevel 1
- Armour: +7
- Armour: +15
- Hard to HitHard to Hit2 levelsLevel 1
- Melee defence: +6
- Melee defence: +12
- Deadly BladeDeadly Blade2 levelsLevel 1
- Melee attack: +6
- Melee attack: +12
- Foe-SeekerFoe-Seeker
- Ability: "Foe-Seeker"
- Wound-MakerWound-Maker2 levelsLevel 1
- Weapon strength: +10%
- Weapon strength: +20%
- Scarred VeteranScarred Veteran2 levelsLevel 1
- Hit points: +7%
- Hit points: +15%
- IndomitableIndomitable2 levelsLevel 1
- Leadership: +6
- Leadership: +12
- Blade ShieldBlade Shield2 levelsLevel 1
- Melee defence: +6
- Melee defence: +12
- Daemonic OnslaughtDaemonic Onslaught
- Ability: "Daemonic Onslaught"
- Blue Fire of TzeentchBlue Fire of Tzeentch2 levelsLevel 1
- Cooldown: -30% to "Blue Fire of Tzeentch"
- Overcast spell: "Blue Fire of Tzeentch Upgraded"
- Cooldown: -50% to "Blue Fire of Tzeentch"
- Miscast base chance: -15% for "Blue Fire of Tzeentch Upgraded"
- Overcast spell: "Blue Fire of Tzeentch Upgraded"
- Winds of Magic cost: -1 for "Blue Fire of Tzeentch"
- Winds of Magic cost: -2 for "Blue Fire of Tzeentch Upgraded"
- Fires of ChangeFires of Change
- Passive ability: "Fires of Change"
- Plague of RustPlague of Rust2 levelsLevel 1
- Overcast spell: "Plague of Rust Upgraded"
- Cooldown: -30% to "Plague of Rust"
- Miscast base chance: -15% for "Plague of Rust Upgraded"
- Overcast spell: "Plague of Rust Upgraded"
- Winds of Magic cost: -1 for "Plague of Rust"
- Winds of Magic cost: -1 for "Plague of Rust Upgraded"
- Cooldown: -50% to "Plague of Rust"
- Gehenna's Golden HoundsGehenna's Golden Hounds2 levelsLevel 1
- Overcast spell: "Gehenna's Golden Hounds Upgraded"
- Cooldown: -30% to "Gehenna's Golden Hounds"
- Spell: "Gehenna's Golden Hounds"
- Miscast base chance: -15% for "Gehenna's Golden Hounds Upgraded"
- Overcast spell: "Gehenna's Golden Hounds Upgraded"
- Winds of Magic cost: -2 for "Gehenna's Golden Hounds"
- Winds of Magic cost: -3 for "Gehenna's Golden Hounds Upgraded"
- Cooldown: -50% to "Gehenna's Golden Hounds"
- Treason of TzeentchTreason of Tzeentch2 levelsLevel 1
- Cooldown: -30% to "Treason of Tzeentch"
- Spell: "Treason of Tzeentch"
- Overcast spell: "Treason of Tzeentch Upgraded"
- Cooldown: -50% to "Treason of Tzeentch"
- Miscast base chance: -15% for "Treason of Tzeentch Upgraded"
- Overcast spell: "Treason of Tzeentch Upgraded"
- Winds of Magic cost: -2 for "Treason of Tzeentch"
- Winds of Magic cost: -3 for "Treason of Tzeentch Upgraded"
- MetalshiftingMetalshifting
- Passive ability: "Metalshifting"
- Transmutation of LeadTransmutation of Lead2 levelsLevel 1
- Overcast spell: "Transmutation of Lead Upgraded"
- Cooldown: -30% to "Transmutation of Lead"
- Spell: "Transmutation of Lead"
- Miscast base chance: -15% for "Transmutation of Lead Upgraded"
- Overcast spell: "Transmutation of Lead Upgraded"
- Winds of Magic cost: -2 for "Transmutation of Lead"
- Winds of Magic cost: -3 for "Transmutation of Lead Upgraded"
- Cooldown: -50% to "Transmutation of Lead"
- Infernal GatewayInfernal Gateway2 levelsLevel 1
- Cooldown: -30% to "Infernal Gateway"
- Spell: "Infernal Gateway"
- Overcast spell: "Infernal Gateway Upgraded"
- Cooldown: -50% to "Infernal Gateway"
- Miscast base chance: -15% for "Infernal Gateway Upgraded"
- Overcast spell: "Infernal Gateway Upgraded"
- Winds of Magic cost: -2 for "Infernal Gateway"
- Winds of Magic cost: -3 for "Infernal Gateway Upgraded"
- Prismatic PluralityPrismatic Plurality
- Passive ability: "Prismatic Plurality"
- Magical ReservesMagical Reserves
- Winds of Magic power reserve capacity: +5
- Arcane ConduitArcane Conduit
- Passive ability: "Arcane Conduit"
- Dominating PresenceDominating Presence
- Unit experience gain per turn: +75 (Lord's army)
- Character's aura leadership effect: +5
- Chaos VanguardChaos Vanguard3 levelsLevel 1
- Melee attack: +4 for all non-Daemonic Infantry units (Lord's army)
- Armour: +6 for all non-Daemonic Infantry units (Lord's army)
- Melee attack: +6 for all non-Daemonic Infantry units (Lord's army)
- Armour: +12 for all non-Daemonic Infantry units (Lord's army)
- Melee attack: +8 for all non-Daemonic Infantry units (Lord's army)
- Savage BloodlustSavage Bloodlust3 levelsLevel 1
- Armour: +4 for all Daemonic melee units (Lord's army)
- Armour: +8 for all Daemonic melee units (Lord's army)
- Charge bonus: +8 for all Daemonic melee units (Lord's army)
- Armour: +12 for all Daemonic melee units (Lord's army)
- Charge bonus: +12 for all Daemonic melee units (Lord's army)
- Warp FireWarp Fire3 levelsLevel 1
- Melee defence: +4 for all Daemonic Missile and Flying units (Lord's army)
- Melee defence: +6 for all Daemonic Missile and Flying units (Lord's army)
- Missile strength: +8% for all Daemonic Missile units (Lord's army)
- Speed: +4% for all Daemonic Flying units (Lord's army)
- Melee defence: +8 for all Daemonic Missile and Flying units (Lord's army)
- Missile strength: +12% for all Daemonic Missile units (Lord's army)
- Speed: +6% for all Daemonic Flying units (Lord's army)
- Hammer into AnvilHammer into Anvil3 levelsLevel 1
- Charge bonus: +6 for all non-Daemonic Cavalry and Chariot units (Lord's army)
- Charge bonus: +6 for all non-Daemonic Cavalry and Chariot units (Lord's army)
- Melee defence: +6 for all non-Daemonic Cavalry and Chariot units (Lord's army)
- Charge bonus: +12 for all non-Daemonic Cavalry and Chariot units (Lord's army)
- Melee defence: +8 for all non-Daemonic Cavalry and Chariot units (Lord's army)
- Monstrous StrengthMonstrous Strength3 levelsLevel 1
- Weapon strength: +4% for all non-Daemonic war beasts, monstrous and monster units (Lord's army)
- Melee attack: +6 for all non-Daemonic war beasts, monstrous, and monster units (Lord's army)
- Weapon strength: +6% for all non-Daemonic war beasts, monstrous and monster units (Lord's army)
- Melee attack: +8 for all non-Daemonic war beasts, monstrous, and monster units (Lord's army)
- Weapon strength: +10% for all non-Daemonic war beasts, monstrous and monster units (Lord's army)
- DoomfireDoomfire3 levelsLevel 1
- Ammunition: +10% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)
- Ammunition: +15% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)
- Missile strength: +8% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)
- Ammunition: +20% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)
- Missile strength: +12% for all non-Daemonic Missile Cavalry and Artillery units (Lord's army)
- Rally!Rally!
- Ability: "Rally!"
- Legion of DoomLegion of Doom
- Armour: +10 for all Infantry units (Rank 7 and above) (Lord's army)
- Melee defence: +5 for all Infantry units (Rank 7 and above) (Lord's army)
- Spell resistance: 20% for all Infantry units (Rank 7 and above) (Lord's army)
- Speed & MaliceSpeed & Malice
- Melee attack: +5 for all Cavalry, Chariot and Flying units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for all Cavalry, Chariot and Flying units (Rank 7 and above) (Lord's army)
- Speed: +10% for all Cavalry, Chariot and Flying units (Rank 7 and above) (Lord's army)
- Freakish MutationsFreakish Mutations
- Leadership: +8 for all war beasts, monstrous and monster units (Rank 7 and above) (Lord's army)
- Melee attack: +5 for all war beasts, monstrous, and monster units (Rank 7 and above) (Lord's army)
- Ward save: +5% for all war beasts, monstrous and monster units (Rank 7 and above) (Lord's army)
- Malevolent RangerMalevolent Ranger
- Armour: +10 for all Missile units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for all Missile units (Rank 7 and above) (Lord's army)
- Reload time reduction: +10% for all Missile units (Rank 7 and above) (Lord's army)
- Stand or Die!Stand or Die!
- Replaces: "Rally!"
- Ability: "Stand or Die!"
- Route MarcherRoute Marcher
- Campaign movement range: +5%
- DespoilersDespoilers3 levelsLevel 1
- Income from raiding: +10% (Lord's army)
- Income from sacking settlements: +5% (Lord's army)
- Income from raiding: +20% (Lord's army)
- Income from sacking settlements: +10% (Lord's army)
- Income from raiding: +30% (Lord's army)
- Income from sacking settlements: +15% (Lord's army)
- Serve or DieServe or Die3 levelsLevel 1
- Recruitment cost: -5% (Lord's army)
- Unit Upgrades cost: -5% for all units
- Recruitment cost: -10% (Lord's army)
- Unit Upgrades cost: -10% for all units
- Recruitment cost: -15% (Lord's army)
- Devoted of ChaosDevoted of Chaos3 levelsLevel 1
- Increased experience gain: +10% for units when fighting against the Forces of Order (Lord's army)
- Increased experience gain: +15% for units when fighting against the Forces of Order (Lord's army)
- Souls gained from battles: +10%
- Increased experience gain: +20% for units when fighting against the Forces of Order (Lord's army)
- Souls gained from battles: +15%
- RuinationRuination3 levelsLevel 1
- Attrition suffered by defender: +10% when laying siege or encircling (local region)
- Attrition suffered by defender: +20% when laying siege or encircling (local region)
- Control: -4 (local enemy province)
- Attrition suffered by defender: +40% when laying siege or encircling (local region)
- Control: -8 (local enemy province)
- Unholy ResilienceUnholy Resilience
- Casualty replenishment rate: +30% for this Lord
- Wound recovery time: -1 turns
- Lightning StrikeLightning Strike3 levelsLevel 1
- Enemy battle reinforcement time: +25%
- Battle reinforcement time: -10%
- Reinforcements supporting this army can have their arrival point adjusted by +250 metres without incurring any time penalty
- Enemy battle reinforcement time: +50%
- Battle reinforcement time: -20%
- Reinforcements supporting this army can have their arrival point adjusted by +600 metres without incurring any time penalty
- Enemy battle reinforcement time: +50%
- Battle reinforcement time: -30%
- Reinforcements supporting this army can have their arrival point adjusted by +1000 metres without incurring any time penalty
- Enables lightning strike battles when reinforcements are present
- Foetid GallipotFoetid Gallipot3 levelsLevel 1
- Casualty replenishment rate: +2% (Lord's army)
- Attrition: -10% casualties suffered from all attrition (Lord's army)
- Casualty replenishment rate: +4% (Lord's army)
- Attrition: -20% casualties suffered from all attrition (Lord's army)
- Casualty replenishment rate: +6% (Lord's army)
- Attrition: -30% casualties suffered from all attrition (Lord's army)
- Blessed by EvilBlessed by Evil3 levelsLevel 1
- Post battle chance of stealing a magic item: +5%
- Income from post-battle loot: +5%
- Post battle chance of stealing a magic item: +10%
- Income from post-battle loot: +10%
- Post battle chance of stealing a magic item: +15%
- Income from post-battle loot: +15%
- PremonitionPremonition3 levelsLevel 1
- Ambush defence chance: +10% (Lord's army)
- Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%
- Ambush defence chance: +20% (Lord's army)
- Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +20%
- Ambush defence chance: +30% (Lord's army)
- Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +30%
- Fate in FluxFate in Flux
- Souls gained from battles: +10%
- Tzeentch corruption: +1 (local province)
- Campaign movement range: +5%
- Income from post-battle loot: +10%
Who can field it
- Daemons of Chaos · Legion of Chaos
- Tzeentch · Oracles of Tzeentch
- Warriors of Chaos · Warhost of the Apocalypse
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.