
Doombull
Lord· Lord· 1 model at Ultra size
Comes with The Silence & The Fury(Warhammer II)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Doombull is Beastmen lord: 6,668 HP, armour 100, melee attack 47, melee defence 38, weapon strength 460. It costs 1,250 in multiplayer. It comes with The Silence & The Fury. Unit key wh2_dlc17_bst_cha_doombull_0. Patch 9.0.4, from the game's data tables.
Health
6,668
Armour
100
Leadership
80
Speed
64
Melee attack
47
Melee defence
38
Weapon strength
120 base + 340 armour-piercing
460
Charge bonus
45
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.
- Woodsman
This unit can pass through trees.
Abilities
- Barbed-Knuckle BoxingAugment · +24 Melee Attack, +25% Armour-Piercing Weapon Damage…activeBarbed-Knuckle BoxingAugment+24 Melee Attack+25% Armour-Piercing Weapon Damage+25% Base Weapon DamageCooldown 90 s · Duration 29 sA brutally simple weapon makes the Doombull’s incredible punching power more than enough to puncture armour and cause dreadful injury.
- 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.
- Slaughterer's CallAugment (Area) · +10% Charge Bonus, +8 Melee Attack…passiveSlaughterer's CallAugment (Area)+10% Charge Bonus+8 Melee Attack+8 LeadershipPassive · Range 35 mThe Minotaur Lord's blood-lust is infectious - his followers revel in the murder and gore!
- BloodgreedAugment · +15% Charge Bonus, +16 Melee Attack…passiveBloodgreedAugment+15% Charge Bonus+16 Melee Attack+20% Armour-Piercing Weapon DamageEffect intensity increases with each kill made by the unit. (Maximum intensity at 200 kills)PassiveBecoming more savage and frenzied the greater the scent and sight of blood.
- Deadly OnslaughtAugment · +60% Charge Bonus, +25% Armour-Piercing Weapon Damage…activeDeadly OnslaughtAugment+60% Charge Bonus+25% Armour-Piercing Weapon Damage+25% Base Weapon DamageCooldown 90 s · Duration 31 sSuch is the power and ferocity of the champion, that those who stand in his way will falter against the warrior's impact.
Counters
Good against
- Heavily armoured units — 340 of 460 weapon strength armour-piercinge.g. Steam Tank, Blessed Bastiladon (Solar Engine), Rotting Leviathan · Beastmen: Razorgor Chariots
- Light infantry-sized units — large, mass 3,500e.g. Exalted Plaguebearers of Nurgle, Zombies, Zombie Pirate Deckhand Mob · Beastmen: Bestigor Herd, Gor Herd
Vulnerable to
- Bonus vs large — large (cavalry-sized or bigger)e.g. Bone Giant, Feral Troglodon, Warp Lightning Cannons · Beastmen: Ghorgon, Minotaurs (Great Weapons)
- Armour-piercing — armour 100e.g. Warp-Doom Magma-Cannon, Luminark of Hysh, Little Grom · Beastmen: Ghorgon, Incarnate Elemental of Beasts
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
Doombull skill tree
49 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.
- Fuelled by BloodFuelled by BloodUnlocks at rank 5
- Speed: +5% for all units (Lord's army)
- Vigour loss reduction: -15% (Lord's army)
- Voice of the Dark GodsVoice of the Dark GodsUnlocks at rank 5 · 2 levelsLevel 1
- Leadership aura size: +25%
- Character's aura leadership effect: +5
- Leadership: +5
- Leadership aura size: +25%
- Gouge-TusksGouge-TusksUnlocks at rank 10
- Armour-piercing weapon damage: +15
- Gnarled HideGnarled HideUnlocks at rank 10
- Armour: +15
- Missile resistance: 5%
- Barbed-Knuckle BoxingBarbed-Knuckle BoxingUnlocks at rank 8
- Ability: "Barbed-Knuckle Boxing"
- Uncanny SensesUncanny SensesUnlocks at rank 10
- Spell resistance: 15%
- Shadow HideShadow HideUnlocks at rank 10
- 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
- Bullish MettleBullish MettleUnlocks at rank 5
- Melee defence: +5
- Ward save: +5%
- HerdlordHerdlord
- Melee defence: +5 for Minotaur units (all units in army)
- Orgy of SlaughterOrgy of SlaughterUnlocks at rank 5
- Attribute: Causes Terror
- Melee attack: +5
- BloodcallerBloodcaller
- Melee attack: +5 for Minotaur units (all units in army)
- Primeval RagePrimeval Rage
- Melee attack: +5
- Devastating ChargeDevastating Charge2 levelsLevel 1
- Charge bonus: +15
- Charge bonus: +30
- Thick-SkinnedThick-Skinned2 levelsLevel 1
- Armour: +7
- Armour: +15
- Primal InstinctsPrimal Instincts2 levelsLevel 1
- Melee defence: +6
- Melee defence: +12
- Hatred of ManHatred of Man2 levelsLevel 1
- Melee attack: +6
- Melee attack: +12
- Banquet of FleshBanquet of Flesh
- Charge bonus: +30
- Speed: +15%
- Savage BeastSavage Beast2 levelsLevel 1
- Weapon strength: +15%
- Weapon strength: +30%
- Unnatural ThirstUnnatural Thirst2 levelsLevel 1
- Hit points: +15%
- Hit points: +30%
- IndomitableIndomitable2 levelsLevel 1
- Leadership: +6
- Leadership: +12
- Prized HornsPrized Horns2 levelsLevel 1
- Melee defence: +6
- Melee defence: +12
- Deadly OnslaughtDeadly Onslaught
- Ability: "Deadly Onslaught"
- Presence of MorrsliebPresence of Morrslieb
- Unit experience gain per turn: +75 (Lord's army)
- Character's aura leadership effect: +5
- Fury of the HerdFury of the Herd3 levelsLevel 1
- Melee defence: +4 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Lord's army)
- Leadership: +4 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Lord's army)
- Melee defence: +4 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Lord's army)
- Leadership: +6 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Lord's army)
- Melee defence: +6 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Lord's army)
- Leader of the Raucous HostLeader of the Raucous Host3 levelsLevel 1
- Charge bonus: +6 for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Tuskgor Chariots and Razorgor Chariot units (Lord's army)
- Charge bonus: +9 for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Tuskgor Chariots and Razorgor Chariot units (Lord's army)
- Weapon strength: +6% for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Tuskgor Chariots and Razorgor Chariot units (Lord's army)
- Speed: +6% for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Tuskgor Chariots and Razorgor Chariot units (Lord's army)
- Charge bonus: +12 for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Tuskgor Chariots and Razorgor Chariot units (Lord's army)
- Weapon strength: +12% for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Tuskgor Chariots and Razorgor Chariot units (Lord's army)
- Speed: +12% for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Tuskgor Chariots and Razorgor Chariot units (Lord's army)
- Beastlord’s SpiteBeastlord’s Spite3 levelsLevel 1
- Ammunition: +10% for Ungor Raiders and Centigors (Throwing Axes) and Cygor units (Lord's army)
- Ammunition: +15% for Ungor Raiders and Centigors (Throwing Axes) and Cygor units (Lord's army)
- Speed: +6% for Ungor Raiders and Centigors (Throwing Axes) and Cygor units (Lord's army)
- Reload time reduction: +5% for Ungor Raiders, Centigors (Throwing Axes) and Cygor units (Lord's army)
- Ammunition: +20% for Ungor Raiders and Centigors (Throwing Axes) and Cygor units (Lord's army)
- Speed: +12% for Ungor Raiders and Centigors (Throwing Axes) and Cygor units (Lord's army)
- Reload time reduction: +10% for Ungor Raiders, Centigors (Throwing Axes) and Cygor units (Lord's army)
- Beastlord's LashBeastlord's Lash3 levelsLevel 1
- Charge bonus: +6 for Chaos Warhounds, Razorgor Herd, Feral Manticore, Harpies, Chimera and Preyton units (Lord's army)
- Charge bonus: +9 for Chaos Warhounds, Razorgor Herd, Feral Manticore, Harpies, Chimera and Preyton units (Lord's army)
- Melee attack: +4 for Chaos Warhounds, Razorgor Herd, Feral Manticore, Harpies, Chimera and Preyton units (Lord's army)
- Charge bonus: +12 for Chaos Warhounds, Razorgor Herd, Feral Manticore, Harpies, Chimera and Preyton units (Lord's army)
- Melee attack: +6 for Chaos Warhounds, Razorgor Herd, Feral Manticore, Harpies, Chimera and Preyton units (Lord's army)
- Hoofed HeavyweightsHoofed Heavyweights3 levelsLevel 1
- Melee defence: +4 for Minotaurs units (Lord's army)
- Melee attack: +4 for Minotaurs units (Lord's army)
- Melee defence: +4 for Minotaurs units (Lord's army)
- Melee attack: +6 for Minotaurs units (Lord's army)
- Melee defence: +6 for Minotaurs units (Lord's army)
- Freakish MutationsFreakish Mutations3 levelsLevel 1
- Weapon strength: +6% for Chaos Spawn, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Lord's army)
- Melee attack: +4 for Chaos Spawn, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Lord's army)
- Weapon strength: +6% for Chaos Spawn, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Lord's army)
- Melee attack: +4 for Chaos Spawn, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Lord's army)
- Weapon strength: +9% for Chaos Spawn, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Lord's army)
- Call of ViolenceCall of Violence
- Ability: "Call of Violence"
- Unrelenting SavageryUnrelenting Savagery
- Melee attack: +5 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Rank 7 and above) (Lord's army)
- Melee defence: +5 for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Rank 7 and above) (Lord's army)
- Physical resistance: 10% for Ungor Spearmen Herd, Ungor Herd, Gor Herd, Tzaangors, Pestigors, Khorngors, Slaangors and Bestigor Herd units (Rank 7 and above) (Lord's army)
- Creatures of the HerdCreatures of the Herd
- Charge bonus: +12 for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Razorgor Herd, Razorgor Chariot, Tuskgor Chariot, Chaos Warhounds, Feral Manticore and, Harpies, Chimera and Preyton units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Razorgor Herd, Razorgor Chariot, Tuskgor Chariot, Chaos Warhounds, Feral Manticore, Harpies, Chimera and Preyton units (Rank 7 and above) (Lord's army)
- Speed: +10% for Centigors, Centigors (Great Weapons), Centigors of Tzeentch, Razorgor Herd, Razorgor Chariot, Tuskgor Chariot, Chaos Warhounds, Feral Manticore, Harpies, Chimera and Preyton units (Rank 7 and above) (Lord's army)
- Bestial ButchersBestial Butchers
- Weapon strength: +12% for Chaos Spawn, Minotaurs, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Rank 7 and above) (Lord's army)
- Melee attack: +5 for Chaos Spawn, Minotaurs, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Chaos Spawn, Minotaurs, Giant, Jabberslythe, Basilisk, Cockatrice, Incarnate Elemental of Beasts, Giant Spined Chaos Beast and Ghorgon units (Rank 7 and above) (Lord's army)
- Mage HunterMage Hunter
- Spell resistance: 15% for Ungor Raiders, Centigors (Throwing Axes), and Cygor units (Rank 7 and above) (Lord's army)
- Missile strength: +12% for Ungor Raiders, Centigors (Throwing Axes) and Cygor units (Rank 7 and above) (Lord's army)
- Reload time reduction: +10% for Ungor Raiders, Centigors (Throwing Axes), and Cygor units (Rank 7 and above) (Lord's army)
- Apocalyptic VisionApocalyptic Vision
- Replaces: "Call of Violence"
- Ability: "Apocalyptic Vision"
- Gargantuan HoovesGargantuan Hooves
- Campaign movement range: +10%
- Feasting Upon ManFeasting Upon Man3 levelsLevel 1
- Income from raiding: +10% (Lord's army)
- Income from raiding: +20% (Lord's army)
- Income from razing settlements: +3% (Lord's army)
- Income from raiding: +30% (Lord's army)
- Income from razing settlements: +8% (Lord's army)
- Blessed by EvilBlessed by Evil3 levelsLevel 1
- Post battle chance of stealing a magic item: +10%
- Income from post-battle loot: +5%
- Post battle chance of stealing a magic item: +20%
- Income from post-battle loot: +10%
- Post battle chance of stealing a magic item: +30%
- Income from post-battle loot: +15%
- 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)
- 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 (Lord's army)
- 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
- CorruptionCorruption3 levelsLevel 1
- Chaos Undivided corruption: +1 (local province)
- Magic item drop chance from battle: +5%
- Chaos Undivided corruption: +2 (local province)
- Magic item drop chance from battle: +10%
- Chaos Undivided corruption: +4 (local province)
- Magic item drop chance from battle: +15%
- Gathering of BeastsGathering of Beasts3 levelsLevel 1
- Horde recruitment capacity +1
- Horde recruitment capacity +2
- Horde recruitment capacity +3
- Foul PremonitionsFoul Premonitions3 levelsLevel 1
- Ambush success chance: +3% (Lord's army)
- Ambush defence chance: +3% (Lord's army)
- Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +5%
- Ambush success chance: +6% (Lord's army)
- Ambush defence chance: +8% (Lord's army)
- Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%
- Ambush success chance: +10% (Lord's army)
- Ambush defence chance: +15% (Lord's army)
- Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +15%
- Children of ChaosChildren of Chaos
- Bestial rage: +1 (Lord's army)
- Enemy Hero action success chance: -10%
- Hero self-defence: +25% chance of wounding aggressors
- Campaign movement range: +5%
- Recruit rank: +1 for all units
Who can field it
- Beastmen · Warherd of the One-Eye
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.