
Dieter Helsnicht
Hero· Wizard· 1 model at Ultra size
Comes with Lords of the End Times - Undead Legion(Warhammer III)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Dieter Helsnicht is a legendary hero of Vampire Counts and Undead Legions: 3,808 HP, armour 15, melee attack 40, melee defence 45, weapon strength 300. It costs 400 in the campaign and in multiplayer. It comes with Lords of the End Times - Undead Legion. Unit key wh3_dlc29_vmp_cha_dieter_helsnicht. Patch 9.0.4, from the game's data tables.
Health
3,808
Armour
15
Leadership
75
Speed
34
Melee attack
40
Melee defence
45
Weapon strength
210 base + 90 armour-piercing
300
Charge bonus
25
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.
- 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.
- Undead
Undead units cannot be routed, but take damage when their Leadership is broken. Undead units also have: Fear and Terror Immunity Undead units may also have their hit points restored by special characters such as the Vampire Counts Necromancer.
Abilities
- Empowered by DeathAugment (Area) · +8 Melee Attack, Effect intensity increases with each nearby entity death.passiveEmpowered by DeathAugment (Area)+8 Melee AttackEffect intensity increases with each nearby entity death.Passive · Range 55 mDeath empowers the Doom Lord! And there is no shortage of it in his malicious wake.
- Doom LordAugmentactiveDoom LordAugmentCooldown 120 s · Duration 40 s · Wind-up 1 s"I do not fear death, for it answers to me!"
- 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.
- CrumblingDirect Damage · Causes damage to selfpassiveCrumblingDirect DamageCauses damage to selfPassiveThe dead do not rest easily in the Old World. Those summoned by Vampires and Necromancers no longer have mortal concerns - they serve only their master's will.
- DisintegratingDirect Damage · Causes severe damage to selfpassiveDisintegratingDirect DamageCauses severe damage to selfPassiveThe Dark Magic binding has failed. Both flesh and Necromantic energy slough off the subjects, leaving naught but dust.
Lore of magic
Counters
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Vampire Counts: Coven Throne, Black Coach
- Missile fire — armour 15, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · Vampire Counts: Sylvanian Crossbowmen, Sylvanian Handgunners
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
Patch changes
Dieter Helsnicht skill tree
35 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 Dieter Helsnicht's skills
- Undead ManticoreUndead ManticoreUnlocks at rank 8
- Mount: Undead Manticore
- Master of the DeadMaster of the Dead2 levelsLevel 1
- Spell number of uses: +2 for "Raise Dead" and "Raise Dead Upgraded"
- Passive ability: "Master of the Dead"
- Spell number of uses: +2 for "Raise Dead" and "Raise Dead Upgraded"
- Effect range: +35% for "Master of the Dead"
- Targeting range: +200% for "Raise Dead" and "Raise Dead Upgraded"
- Passive ability: "Master of the Dead"
- Profane ConstructionProfane ConstructionUnlocks at rank 8
- Construction time: -1 for all buildings (minimum of 1 turn) (local region)
- Construction cost: -25% for all buildings (local region)
- Lord of the ScourgeLord of the Scourge2 levelsLevel 1
- Battle healing cap: +15% (Lord's army)
- Upkeep: -10% for Zombies, Skeleton Warriors and Skeleton Spearmen units (Lord's army)
- Casualty replenishment rate: +4% (Lord's army)
- Battle healing cap: +30% (Lord's army)
- Upkeep: -25% for Zombies, Skeleton Warriors and Skeleton Spearmen units (Lord's army)
- Casualty replenishment rate: +6% (Lord's army)
- Aura of Dark MajestyAura of Dark Majesty
- Leadership aura size: +25%
- Grave WardGrave WardUnlocks at rank 8
- Missile resistance: 10%
- Empowered by DeathEmpowered by DeathUnlocks at rank 12
- Passive ability: "Empowered by Death"
- Melee attack: +5
- Melee defence: +5
- Master of ReanimationMaster of Reanimation
- The Dead Rise Again: +10% chance for destroyed Undead units to be restored after battle (Hero's army)
- The Dead Rise Again: +10% hit points for destroyed Undead units restored after battle (Hero's army)
- Casualty replenishment rate: +5% (Hero's army)
- Unbound NecromancyUnbound Necromancy
- Corpses gained from battle: +25% (own army)
- Research rate: +10
- Arcane ReinforcementArcane Reinforcement
- Barrier hit points: +400 (Hero's army)
- Leadership: +5 (Hero's army)
- Physical resistance: 10% (Hero's army)
- Cloaked in DeathCloaked in Death
- Battle healing cap: +25%
- Incoming Healing Modifier: +25%
- Hit points: +15%
- Wound recovery time: -1 turns
- Forbidden KnowledgeForbidden Knowledge
- Cooldown: -20% to all spells
- Winds of Magic cost: -10% for all spells
- Passive ability: "Raise the Dead"
- Spell intensity: +20%
- Passive ability: "Smoke & Mirrors"
- SurvivalistSurvivalist
- Hit points: +5%
- Hard to HitHard to Hit3 levelsLevel 1
- Melee defence: +3
- Melee defence: +7
- Melee defence: +12
- Deadly BladeDeadly Blade3 levelsLevel 1
- Melee attack: +3
- Melee attack: +7
- Melee attack: +12
- Devastating ChargeDevastating Charge3 levelsLevel 1
- Charge bonus: +6
- Charge bonus: +16
- Charge bonus: +30
- Wound-MakerWound-Maker3 levelsLevel 1
- Weapon strength: +5%
- Weapon strength: +12%
- Weapon strength: +20%
- Immortal WillImmortal Will
- Ability: "Immortal Will"
- Breath of DarknessBreath of Darkness2 levelsLevel 1
- Cooldown: -30% to "Breath of Darkness"
- Overcast spell: "Breath of Darkness"
- Cooldown: -50% to "Breath of Darkness"
- Overcast spell: "Breath of Darkness"
- Miscast base chance: -15% for "Breath of Darkness Upgraded"
- Winds of Magic cost: -2 for "Breath of Darkness"
- Winds of Magic cost: -3 for "Breath of Darkness Upgraded"
- The Curse of UndeathThe Curse of Undeath
- Passive ability: "The Curse of Undeath"
- Melkoth's Mystifying MiasmaMelkoth's Mystifying Miasma2 levelsLevel 1
- Overcast spell: "Melkoth's Mystifying Miasma Upgraded"
- Cooldown: -30% to "Melkoth's Mystifying Miasma"
- Miscast base chance: -15% for "Melkoth's Mystifying Miasma Upgraded"
- Overcast spell: "Melkoth's Mystifying Miasma Upgraded"
- Winds of Magic cost: -1 for "Melkoth's Mystifying Miasma"
- Winds of Magic cost: -2 for "Melkoth's Mystifying Miasma Upgraded"
- Cooldown: -50% to "Melkoth's Mystifying Miasma"
- Gaze of NagashGaze of Nagash3 levelsLevel 1
- Spell: "Gaze of Nagash"
- Overcast spell: "Gaze of Nagash Upgraded"
- Cooldown: -30% to "Gaze of Nagash"
- Miscast base chance: -15% for "Gaze of Nagash Upgraded"
- Overcast spell: "Gaze of Nagash Upgraded"
- Winds of Magic cost: -2 for "Gaze of Nagash"
- Winds of Magic cost: -3 for "Gaze of Nagash Upgraded"
- Cooldown: -50% to "Gaze of Nagash"
- Raise DeadRaise Dead3 levelsLevel 1
- Spell: "Raise Dead"
- Overcast spell: "Raise Dead Upgraded"
- Cooldown: -30% to "Raise Dead"
- Miscast base chance: -15% for "Raise Dead Upgraded"
- Overcast spell: "Raise Dead Upgraded"
- Spell number of uses: +1 for "Raise Dead" and "Raise Dead Upgraded"
- Cooldown: -50% to "Raise Dead"
- EvasionEvasion
- Passive ability: "Evasion"
- The Dark RidersThe Dark Riders3 levelsLevel 1
- Spell: "The Dark Riders"
- Cooldown: -30% to "The Dark Riders"
- Overcast spell: "The Dark Riders"
- Cooldown: -50% to "The Dark Riders"
- Overcast spell: "The Dark Riders"
- Miscast base chance: -15% for "The Dark Riders Upgraded"
- Winds of Magic cost: -2 for "The Dark Riders"
- Winds of Magic cost: -4 for "The Dark Riders Upgraded"
- Okkam's MindrazorOkkam's Mindrazor3 levelsLevel 1
- Spell: "Okkam's Mindrazor"
- Overcast spell: "Okkam's Mindrazor Upgraded"
- Cooldown: -30% to "Okkam's Mindrazor"
- Miscast base chance: -15% for "Okkam's Mindrazor Upgraded"
- Overcast spell: "Okkam's Mindrazor Upgraded"
- Winds of Magic cost: -2 for "Okkam's Mindrazor"
- Winds of Magic cost: -3 for "Okkam's Mindrazor Upgraded"
- Cooldown: -50% to "Okkam's Mindrazor"
- 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%
- 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
- 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
- Steal TechnologySteal Technology3 levelsLevel 1
- Steal Technology action: Research rate is increased by an additional 3
- Steal Technology action: Research rate is increased by an additional 6
- Steal Technology action: Research rate is increased by an additional 10
- Boost IncomeBoost Income3 levelsLevel 1
- Boost Income action: Income is modified by an additional 2%
- Boost Income action: Income is modified by an additional 4%
- Boost Income action: Income is modified by an additional 6%
- 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 Dieter Helsnicht
2 units share this name across races (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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Vampire Counts, Undead LegionsWizard | 3,808 | 1 | 15 | 75 | 34 | 40 | 45 | 300 | 25 | 400 | 300 | wh3_dlc29_vmp_cha_dieter_helsnicht |
| Vampire Counts, Undead LegionsWizard | 5,516 | 1 | 80 | 75 | 85 | 40 | 36 | 490 | 50 | 1,100 | 537 | wh3_dlc29_vmp_cha_dieter_helsnicht_undead_manticore |
Who can field it
- Undead Legions · Host of Nagash
- Vampire Counts · The Drakenhof Conclave
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.