
Eltharion the Grim
Lord· Lord· 1 model at Ultra size
Comes with The Warden & The Paunch(Warhammer II)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Eltharion the Grim is a legendary lord of High Elves, leading Yvresse at the start of a campaign: 4,288 HP, armour 100, melee attack 65, melee defence 55, weapon strength 420. It costs 1,000 in the campaign and in multiplayer. It comes with The Warden & The Paunch. Beating this lord in battle can earn the defeat trait Mistpiercer. Unit key wh2_dlc15_hef_cha_eltharion_the_grim_0. Patch 9.0.4, from the game's data tables.
Health
4,288
Armour
100
Leadership
85
Speed
36
Melee attack
65
Melee defence
55
Weapon strength
290 base + 130 armour-piercing
420
Charge bonus
35
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.
Abilities
- Mistwalkers' BarrageBombardment · Enemies hit by bombardment in melee combat, Strong vs multiple combatantspassiveMistwalkers' BarrageBombardmentEnemies hit by bombardment in melee combatStrong vs multiple combatantsPassive · Cooldown 30 s · Duration 3 sThe mist provides unique protection to the Warden himself, magically manifesting a torrent of arrows that rains down upon those assailing him.
- Grim DisciplineAugment · +8 Melee Attack, +12 Melee DefencepassiveGrim DisciplineAugment+8 Melee Attack+12 Melee DefencePassiveOver centuries, some Elves become so steeped in bloodshed that fear itself abandons them.
- 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
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · High Elves: Lion Chariots of Chrace, Ithilmar Chariots
- Armour-piercing — armour 100e.g. Warp-Doom Magma-Cannon, Luminark of Hysh, Little Grom · High Elves: Star Dragon, Merwyrm
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
Defeat trait
Beat Eltharion the Grim in battle and your lord can earn the trait
Mistpiercer
- Attribute: Charge Defence vs Large
- Missile resistance: 10%
With the dour defender defeated, Ulthuan lies exposed.
Eltharion the Grim skill tree
60 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 Eltharion the Grim's skills
- Barded Ithilmar SteedBarded Ithilmar SteedUnlocks at rank 8
- Mount: Barded Ithilmar Steed
- StormwingStormwingUnlocks at rank 14
- Mount: Stormwing
- Speed of AsuryanSpeed of AsuryanUnlocks at rank 4
- Melee defence: +3
- Speed: +15%
- Ward of LoecWard of LoecUnlocks at rank 8
- Missile resistance: 10%
- Ward of HoethWard of HoethUnlocks at rank 8
- Spell resistance: 10%
- Army of RenownArmy of RenownUnlocks at rank 10 · 3 levelsLevel 1
- Regiments of Renown army capacity: +2 (own army)
- Regiments of Renown army capacity: +4 (own army)
- Regiments of Renown army capacity: +6 (own army)
- 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
- Storm of BladesStorm of BladesUnlocks at rank 12
- Armour-piercing weapon damage: +55
- Speed: +15%
- Break Upon the WallsBreak Upon the Walls
- Ability: "Unending Volley" for Missile units (Lord's army)
- Armour: +10 for shielded units (Lord's army)
- WallwardenWallwarden
- Construction cost: -25% for Wall and Garrison buildings (all provinces)
- Construction time: -2 for Wall and Garrison buildings (all provinces)
- Armour: +15 when defending (Lord's army)
- A World AsunderA World Asunder
- Cooldown: -50% to "Mistwalker Barrage"
- Enemy leadership: -8 (local region)
- Control: -1 (local province)
- Unyielding MarchUnyielding March
- Campaign movement range: +10%
- Recruitment cost: -25% (Lord's army)
- Global recruitment capacity: +2
- Grim DisciplineGrim Discipline
- Replaces: "Martial Mastery and Martial Prowess" (Lord's army)
- Passive ability: "Grim Discipline" (Lord's army)
- Attribute: Expert Charge Defence (Lord's army)
- Dedicated to LadrielleDedicated to LadrielleUnlocks at rank 10 · 2 levelsLevel 1
- Missile strength: +10% for Mistwalkers units (Lord's army)
- Vigour loss reduction: -20% for Mistwalkers units (Lord's army)
- Weapon strength: +10% for Mistwalkers units (Lord's army)
- Attribute: Stalk for Mistwalkers units (Lord's army)
- Missile strength: +20% for Mistwalkers units (Lord's army)
- Vigour loss reduction: -40% for Mistwalkers units (Lord's army)
- Weapon strength: +20% for Mistwalkers units (Lord's army)
- SwordplayerSwordplayer
- Armour-piercing weapon damage: +12
- Charge bonus: +5
- Melee attack: +3
- Valour of AgesValour of Ages2 levelsLevel 1
- Weapon strength: +10% when fighting against Dark Elves
- Weapon strength: +3%
- Weapon strength: +15% when fighting against Greenskins, Skaven, Dark Elves, Beastmen, Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca
- Weapon strength: +8%
- Hard to HitHard to Hit2 levelsLevel 1
- Melee defence: +6
- Melee defence: +12
- Blade MasterBlade Master2 levelsLevel 1
- Melee attack: +6
- Melee attack: +12
- Devastating ChargeDevastating Charge2 levelsLevel 1
- Charge bonus: +15
- Charge bonus: +30
- Foe-SeekerFoe-Seeker
- Ability: "Foe-Seeker"
- Wound-MakerWound-Maker2 levelsLevel 1
- Weapon strength: +10%
- Weapon strength: +20%
- Full Plate ArmourFull Plate Armour2 levelsLevel 1
- Armour: +7
- Armour: +15
- Blade ShieldBlade Shield2 levelsLevel 1
- Melee defence: +6
- Melee defence: +12
- Expeditious EndeavourExpeditious Endeavour2 levelsLevel 1
- Speed: +7%
- Speed: +15%
- Deadly OnslaughtDeadly Onslaught
- Ability: "Deadly Onslaught"
- ApotheosisApotheosis2 levelsLevel 1
- Cooldown: -30% to "Apotheosis"
- Overcast spell: "Apotheosis Upgraded"
- Cooldown: -50% to "Apotheosis"
- Miscast base chance: -15% for "Apotheosis Upgraded"
- Overcast spell: "Apotheosis Upgraded"
- Winds of Magic cost: -2 for "Apotheosis"
- Winds of Magic cost: -3 for "Apotheosis Upgraded"
- Shield of SapheryShield of Saphery
- Passive ability: "Shield of Saphery"
- Hand of GloryHand of Glory2 levelsLevel 1
- Cooldown: -30% to "Hand of Glory"
- Spell: "Hand of Glory"
- Overcast spell: "Hand of Glory Upgraded"
- Cooldown: -50% to "Hand of Glory"
- Miscast base chance: -15% for "Hand of Glory Upgraded"
- Overcast spell: "Hand of Glory Upgraded"
- Winds of Magic cost: -1 for "Hand of Glory"
- Winds of Magic cost: -2 for "Hand of Glory Upgraded"
- Soul QuenchSoul Quench2 levelsLevel 1
- Cooldown: -30% to "Soul Quench"
- Overcast spell: "Soul Quench Upgraded"
- Cooldown: -50% to "Soul Quench"
- Miscast base chance: -15% for "Soul Quench Upgraded"
- Overcast spell: "Soul Quench Upgraded"
- Winds of Magic cost: -2 for "Soul Quench"
- Winds of Magic cost: -2 for "Soul Quench Upgraded"
- TempestTempest2 levelsLevel 1
- Cooldown: -30% to "Tempest"
- Overcast spell: "Tempest Upgraded"
- Cooldown: -50% to "Tempest"
- Miscast base chance: -15% for "Tempest Upgraded"
- Overcast spell: "Tempest Upgraded"
- Winds of Magic cost: -2 for "Tempest"
- Winds of Magic cost: -2 for "Tempest Upgraded"
- EvasionEvasion
- Passive ability: "Evasion"
- Arcane UnforgingArcane Unforging2 levelsLevel 1
- Cooldown: -30% to "Arcane Unforging"
- Spell: "Arcane Unforging"
- Overcast spell: "Arcane Unforging Upgraded"
- Cooldown: -50% to "Arcane Unforging"
- Miscast base chance: -15% for "Arcane Unforging Upgraded"
- Overcast spell: "Arcane Unforging Upgraded"
- Winds of Magic cost: -2 for "Arcane Unforging"
- Winds of Magic cost: -3 for "Arcane Unforging Upgraded"
- Fiery ConvocationFiery Convocation2 levelsLevel 1
- Cooldown: -30% to "Fiery Convocation"
- Spell: "Fiery Convocation"
- Overcast spell: "Fiery Convocation Upgraded"
- Cooldown: -50% to "Fiery Convocation"
- Miscast base chance: -15% for "Fiery Convocation Upgraded"
- Overcast spell: "Fiery Convocation Upgraded"
- Winds of Magic cost: -3 for "Fiery Convocation"
- Winds of Magic cost: -4 for "Fiery Convocation Upgraded"
- EarthingEarthing
- Miscast base chance: -15%
- Magical ReservesMagical Reserves
- Winds of Magic power reserve capacity: +5
- Arcane ConduitArcane Conduit
- Passive ability: "Arcane Conduit"
- Inspiring PresenceInspiring Presence
- Unit experience gain per turn: +75 (Lord's army)
- Character's aura leadership effect: +5
- Militia MasterMilitia Master3 levelsLevel 1
- Melee defence: +4 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)
- Melee attack: +4 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)
- Melee defence: +4 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)
- Melee attack: +6 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)
- Melee defence: +6 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)
- Bow MasterBow Master3 levelsLevel 1
- Ammunition: +8% for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Lord's army)
- Ammunition: +12% for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Lord's army)
- Reload time reduction: +4% for Archers, Lothern Sea Guard, Shadow Warriors and Shadow-walkers units (Lord's army)
- Ammunition: +20% for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Lord's army)
- Reload time reduction: +8% for Archers, Lothern Sea Guard, Shadow Warriors and Shadow-walkers units (Lord's army)
- Cavalry MasterCavalry Master3 levelsLevel 1
- Speed: +5% for Ellyrian Reavers and Silver Helms units (Lord's army)
- Charge bonus: +9 for Ellyrian Reavers and Silver Helms units (Lord's army)
- Missile strength: +6% for Ellyrian Reavers units (Lord's army)
- Speed: +7% for Ellyrian Reavers and Silver Helms units (Lord's army)
- Charge bonus: +12 for Ellyrian Reavers and Silver Helms units (Lord's army)
- Missile strength: +8% for Ellyrian Reavers units (Lord's army)
- Speed: +10% for Ellyrian Reavers and Silver Helms units (Lord's army)
- Vanguard MasterVanguard Master3 levelsLevel 1
- Charge bonus: +6 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)
- Charge bonus: +9 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)
- Melee attack: +4 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)
- Missile strength: +9% for Tiranoc Chariot units (Lord's army)
- Charge bonus: +12 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)
- Melee attack: +6 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)
- Missile strength: +12% for Tiranoc Chariot units (Lord's army)
- Sky MasterSky Master3 levelsLevel 1
- Weapon strength: +6% for Great Eagle, Phoenix and Dragon units (Lord's army)
- Charge bonus: +9 for Great Eagle, Phoenix and Dragon units (Lord's army)
- Weapon strength: +9% for Great Eagle, Phoenix and Dragon units (Lord's army)
- Charge bonus: +12 for Great Eagle, Phoenix and Dragon units (Lord's army)
- Weapon strength: +12% for Great Eagle, Phoenix and Dragon units (Lord's army)
- Master StrategistMaster Strategist3 levelsLevel 1
- Melee attack: +4 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)
- Melee attack: +4 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)
- Melee defence: +4 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)
- Melee attack: +6 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)
- Melee defence: +6 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)
- Warden's StandWarden's Stand
- Passive ability: "Warden's Stand"
- Immovable ForceImmovable Force
- Spell resistance: 15% for Ship's Company, Spearmen, Silverin Guard, Silver Helms, Swordmasters of Hoeth, White Lions of Chrace and Merwyrm units (Rank 7 and above) (Lord's army)
- Melee defence: +5 for Ship's Company, Spearmen, Silverin Guard, Silver Helms, Swordmasters of Hoeth, White Lions of Chrace and Merwyrm units (Rank 7 and above) (Lord's army)
- Weapon strength: +10% for Ship's Company, Spearmen, Silverin Guard, Silver Helms, Swordmasters of Hoeth, White Lions of Chrace and Merwyrm units (Rank 7 and above) (Lord's army)
- Favourable WindsFavourable Winds
- Armour: +10 for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Rank 7 and above) (Lord's army)
- Missile strength: +12% for Archers and Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Rank 7 and above) (Lord's army)
- Silver TorrentSilver Torrent
- Missile resistance: 15% for Rangers, Great Eagle, War Lion, Chariot, Ellyrian Reavers, Oceanids and Sea Elemental units (Rank 7 and above) (Lord's army)
- Speed: +10% for Rangers, Great Eagle, War Lion, Chariot, Ellyrian Reavers, Oceanids and Sea Elemental units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Rangers, Great Eagle, War Lion, Chariot, Ellyrian Reavers, Oceanids and Sea Elemental units (Rank 7 and above) (Lord's army)
- Heart of the FlameHeart of the Flame
- Armour: +10 for Dragon, Phoenixes, Dragon Princes and Phoenix Guard units (Rank 7 and above) (Lord's army)
- Melee defence: +5 for Dragon, Phoenixes, Dragon Princes and Phoenix Guard units (Rank 7 and above) (Lord's army)
- Physical resistance: 10% for Dragon, Phoenixes, Dragon Princes and Phoenix Guard units (Rank 7 and above) (Lord's army)
- Stand Your Ground!Stand Your Ground!
- Replaces: "Rally!"
- Ability: "Stand Your Ground!"
- Route MarcherRoute Marcher
- Campaign movement range: +5%
- Iron DisciplinarianIron Disciplinarian3 levelsLevel 1
- Control: +1 (local province)
- Control: +2 (local province)
- Control: +3 (local province)
- Merchant LordMerchant Lord3 levelsLevel 1
- Tradable resources produced: +2% (factionwide)
- Tradable resources produced: +5% (factionwide)
- Tradable resources produced: +9% (factionwide)
- Bonded ServiceBonded Service3 levelsLevel 1
- Recruitment cost: -5% (Lord's army)
- Recruitment cost: -10% (Lord's army)
- Recruitment cost: -15% (Lord's army)
- WaryWary3 levelsLevel 1
- Enemy Hero action success chance: -3%
- Ambush defence chance: +8% (Lord's army)
- Enemy Hero action success chance: -8%
- Ambush defence chance: +16% (Lord's army)
- Enemy Hero action success chance: -15%
- Ambush defence chance: +30% (Lord's army)
- DraftmasterDraftmaster
- Recruit rank: +1 for all units (Lord's army)
- Local recruitment capacity: +1 (local province)
- 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
- QuartermasterQuartermaster3 levelsLevel 1
- Upkeep: -3% (Lord's army)
- Upkeep: -6% (Lord's army)
- Upkeep: -10% (Lord's army)
- Elven HealingElven Healing3 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)
- Elven ScholarElven Scholar3 levelsLevel 1
- Magic item drop chance from battle: +8%
- Research rate: +5
- Magic item drop chance from battle: +16%
- Research rate: +10
- Magic item drop chance from battle: +24%
- Research rate: +15
- Renowned & FearedRenowned & Feared
- Enemy Hero action success chance: -10%
- Hero self-defence: +25% chance of wounding aggressors
- Campaign movement range: +5%
- Recruit rank: +1 for all units (Lord's army)
- Upkeep: -8% (Lord's army)
Every version of Eltharion the Grim
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| High ElvesLord | 4,288 | 1 | 100 | 85 | 36 | 65 | 55 | 420 | 35 | 1,000 | 250 | wh2_dlc15_hef_cha_eltharion_the_grim_0 |
| High ElvesLord | 4,900 | 1 | 100 | 85 | 84 | 65 | 55 | 420 | 55 | 1,250 | 312 | wh2_dlc15_hef_cha_eltharion_the_grim_1 |
| High ElvesLord | 6,684 | 1 | 100 | 85 | 90 | 56 | 44 | 450 | 80 | 2,000 | 500 | wh2_dlc15_hef_cha_eltharion_the_grim_2 |
Who can field it
- High Elves · Lothern
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.