
Fimir Balefiend (Shadows)
Hero· Wizard· 1 model at Ultra size
Comes with Norsca(Warhammer I)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Fimir Balefiend (Shadows) is Norsca hero: 5,040 HP, armour 65, melee attack 35, melee defence 35, weapon strength 400. It costs 1,000 in the campaign and 550 in multiplayer. It comes with Norsca. Unit key wh_dlc08_nor_cha_fimir_balefiend_shadow_0. Patch 9.0.4, from the game's data tables.
Health
5,040
Armour
65
Leadership
70
Speed
54
Melee attack
35
Melee defence
35
Weapon strength
80 base + 320 armour-piercing
400
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.
Abilities
- 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.
- From the MistWard Save · +5 Melee Defence, +25% Missile ResistancepassiveFrom the MistWard Save+5 Melee Defence+25% Missile ResistancePassiveDark figures move and twist within the magical miasma woven by the Fimir Balefiends as additional protection against the foe.
- Arcane ConduitAugment of the WindspassiveArcane ConduitAugment of the WindsPassiveA strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits – funnelling the magical tempests to their cause.
- EvasionAugment · +10% Speed, +5 Melee DefencepassiveEvasionAugment+10% Speed+5 Melee DefencePassiveThose with such skills can evade enemy attacks with ease and break from combat, should they feel that it is tactically important to do so.
Lore of magic
Counters
Good against
- Heavily armoured units — 320 of 400 weapon strength armour-piercinge.g. Steam Tank, Blessed Bastiladon (Solar Engine), Rotting Leviathan · Norsca: Fimir Warriors
- Units with physical resistance — magical melee attackse.g. Hexwraiths, Cairn Wraiths, Syreens · Norsca: Skin Wolves
- Light infantry-sized units — large, mass 1,500e.g. Exalted Plaguebearers of Nurgle, Zombies, Zombie Pirate Deckhand Mob · Norsca: Marauder Bearmen, Marauder Berserkers
Vulnerable to
- Bonus vs large — large (cavalry-sized or bigger)e.g. Bone Giant, Feral Troglodon, Warp Lightning Cannons · Norsca: Skin Wolves, Fimir Warriors (Great Weapons)
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
Fimir Balefiend (Shadows) skill tree
28 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 Fimir Balefiend (Shadows)'s skills
- Ritualistic FuryRitualistic FuryUnlocks at rank 10
- Melee attack: +5
- Melee defence: +5
- Aura of ChaosAura of ChaosUnlocks at rank 9
- Missile resistance: 10%
- ImmortalityImmortalityUnlocks at rank 20
- When normally killed in action, this Hero will be wounded instead
- MentorMentorUnlocks at rank 30 · 3 levelsLevel 1
- Character will share +15% of experience earned between all other active Heroes of the same type
- Character will share +30% of experience earned between all other active Heroes of the same type
- Character will share +50% of experience earned between all other active Heroes of the same type
- Might of the SwampMight of the SwampUnlocks at rank 12
- Melee attack: +3
- Weapon strength: +10%
- Miasma of DespairMiasma of Despair
- Armour: +20
- Melee defence: +5
- Swamp TotemsSwamp Totems
- Spell resistance: -10% (enemy armies in local province)
- Missile resistance: -10% (enemy armies in local province)
- Eye of the BalefiendEye of the Balefiend2 levelsLevel 1
- Winds of Magic power reserve capacity: +4
- Spell resistance: 15%
- Winds of Magic power reserve capacity: +8
- Spell resistance: 25%
- 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"
- Smoke & MirrorsSmoke & Mirrors
- Passive ability: "Smoke & Mirrors"
- The Enfeebling FoeThe Enfeebling Foe3 levelsLevel 1
- Spell: "The Enfeebling Foe"
- Overcast spell: "The Enfeebling Foe Upgraded"
- Cooldown: -30% to "The Enfeebling Foe"
- Miscast base chance: -15% for "The Enfeebling Foe Upgraded"
- Overcast spell: "The Enfeebling Foe Upgraded"
- Winds of Magic cost: -1 for "The Enfeebling Foe"
- Winds of Magic cost: -2 for "The Enfeebling Foe Upgraded"
- Cooldown: -50% to "The Enfeebling Foe"
- The WitheringThe Withering3 levelsLevel 1
- Spell: "The Withering"
- Overcast spell: "The Withering Upgraded"
- Cooldown: -30% to "The Withering"
- Miscast base chance: -15% for "The Withering Upgraded"
- Overcast spell: "The Withering Upgraded"
- Winds of Magic cost: -1 for "The Withering"
- Winds of Magic cost: -2 for "The Withering Upgraded"
- Cooldown: -50% to "The Withering"
- The Penumbral PendulumThe Penumbral Pendulum3 levelsLevel 1
- Spell: "The Penumbral Pendulum"
- Overcast spell: "The Penumbral Pendulum Upgraded"
- Cooldown: -30% to "The Penumbral Pendulum"
- Miscast base chance: -15% for "The Penumbral Pendulum Upgraded"
- Overcast spell: "The Penumbral Pendulum Upgraded"
- Winds of Magic cost: -2 for "The Penumbral Pendulum"
- Winds of Magic cost: -3 for "The Penumbral Pendulum Upgraded"
- Cooldown: -50% to "The Penumbral Pendulum"
- EvasionEvasion
- Passive ability: "Evasion"
- Pit of ShadesPit of Shades3 levelsLevel 1
- Spell: "Pit of Shades"
- Overcast spell: "Pit of Shades Upgraded"
- Cooldown: -30% to "Pit of Shades"
- Miscast base chance: -15% for "Pit of Shades Upgraded"
- Overcast spell: "Pit of Shades Upgraded"
- Winds of Magic cost: -3 for "Pit of Shades"
- Winds of Magic cost: -3 for "Pit of Shades Upgraded"
- Cooldown: -50% to "Pit of Shades"
- 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"
- Dangerous PracticeDangerous PracticeUnlocks at rank 10
- Passive ability: "Dangerous Practice"
- Spell intensity: +30%
- Warrior-ShamanWarrior-ShamanUnlocks at rank 10
- Melee attack: +10
- Hit points: +10%
- Wound recovery time: -1 turns
- Ritual of GrowthRitual of GrowthUnlocks at rank 10
- Replenish Troops action: Replenishment rate is increased by an additional 5%
- Stimulate Growth action: Growth is modified by an additional 15
- Campaign line of sight: +50%
- 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%
- Stimulate GrowthStimulate Growth3 levelsLevel 1
- Stimulate Growth action: Growth is modified by an additional 10
- Stimulate Growth action: Growth is modified by an additional 20
- Stimulate Growth action: Growth is modified by an additional 30
- Damage BuildingDamage Building3 levelsLevel 1
- Damage Building action: Additional 5% damage caused
- Damage Building action: Additional 15% damage caused
- Damage Building action: Additional 30% damage caused
- 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
- Hinder ReplenishmentHinder Replenishment3 levelsLevel 1
- Hinder Replenishment action: Replenishment is modified by an additional -10%
- Hinder Replenishment action: Replenishment is modified by an additional -20%
- Hinder Replenishment action: Replenishment is modified by an additional -40%
- 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%
Who can field it
- Norsca · World Walkers
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.