
Health
3,651
Armour
25
Leadership
55
Speed
33
Melee attack
24
Melee defence
26
Weapon strength
200 base + 80 armour-piercing
280
Charge bonus
20
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
Don't Even Try ItDirect Damage · Strong vs characters, Causes damage to combatants…activeDon't Even Try ItDirect DamageStrong vs charactersCauses damage to combatantsStrong vs a single combatantWeak vs multiple combatantsCooldown 90 s · Duration 18 s · 2 usesGoblins, in general, are a little twitchy to say the least. If you’ve flinched too soon, you’re probably already dead.
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.
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
Goblin Great Shaman skill tree
52 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.
Giant WolfGiant WolfUnlocks at rank 6
Mount: Giant Wolf
Goblin Wolf ChariotGoblin Wolf Chariot
Mount: Goblin Wolf Chariot
Arachnarok Spider (Catchweb Spidershrine)Arachnarok Spider (Catchweb Spidershrine)
Mount: Arachnarok Spider (Catchweb Spidershrine)
Tunnel BossTunnel Boss
Leadership: +6 during subterranean siege battles (Lord's army)
Leadership: +6 during subterranean intercept battles (Lord's army)
BellowerBellower
Leadership aura size: +25%
GoblintideGoblintide
Armour: +10 for Goblin units (Lord's army)
Melee attack: +4 for Goblin units (Lord's army)
Don't Even Try ItDon't Even Try It
Ability: "Don't Even Try It"
Dodgy GeezerDodgy GeezerUnlocks at rank 7
Missile resistance: 10%
Soldiers of RenownSoldiers of Renown3 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 19
This Lord will be wounded instead of killed in battle
MentorMentor3 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
Wolf-HeartedWolf-Hearted
Passive ability: "Frenzy" for Wolf Rider units (Lord's army)
Passive ability: "Frenzy"
Speaks With SpidersSpeaks With Spiders
Leadership: +5 for Spider and Spider Riders units (Lord's army)
Recruitment cost: -15% for Spider and Spider Rider units (Lord's army)
Enables poison attacks
Dust WandererDust Wanderer
Campaign movement range: +5%
Speed: +10% (Lord's army)
- Mad Cap MushroomsMad Cap MushroomsUnlocks at rank 2
Ability: "Mad Cap Mushrooms"
Cunning InfluencerCunning Influencer
Upkeep: -5% (Lord's army)
Subtle Spellcraftin'Subtle Spellcraftin'
Winds of Magic cost: -10% for Little Waaagh! spells
Winds of Magic power reserve capacity: +5
Sneaky Stabbin'Sneaky Stabbin'2 levelsLevel 1
Cooldown: -30% to "Sneaky Stabbin'"
Winds of Magic cost: -1 for "Sneaky Stabbin'"
Cooldown: -50% to "Sneaky Stabbin'"
Sneaky Stealin'Sneaky Stealin'
Passive ability: "Sneaky Stealin'"
Vindictive GlareVindictive Glare2 levelsLevel 1
Overcast spell: "Vindictive Glare Upgraded"
Cooldown: -30% to "Vindictive Glare"
Miscast base chance: -15% for "Vindictive Glare Upgraded"
Overcast spell: "Vindictive Glare Upgraded"
Winds of Magic cost: -1 for "Vindictive Glare"
Winds of Magic cost: -2 for "Vindictive Glare Upgraded"
Cooldown: -50% to "Vindictive Glare"
Itchy NuisanceItchy Nuisance
Winds of Magic cost: -2 for "Itchy Nuisance"
Cooldown: -50% to "Itchy Nuisance"
Spell: "Itchy Nuisance"
Gork'll Fix ItGork'll Fix It
Winds of Magic cost: -1 for "Gork'll Fix It"
Cooldown: -50% to "Gork'll Fix It"
Spell: "Gork'll Fix It"
EvasionEvasion
Passive ability: "Evasion"
Night ShroudNight Shroud2 levelsLevel 1
Overcast spell: "Night Shroud Upgraded"
Cooldown: -30% to "Night Shroud"
Miscast base chance: -15% for "Night Shroud Upgraded"
Overcast spell: "Night Shroud Upgraded"
Winds of Magic cost: -2 for "Night Shroud"
Winds of Magic cost: -3 for "Night Shroud Upgraded"
Cooldown: -50% to "Night Shroud"
Curse of da Bad MoonCurse of da Bad Moon2 levelsLevel 1
Overcast spell: "Curse of Da Bad Moon Upgraded"
Cooldown: -30% to "Curse of Da Bad Moon"
Miscast base chance: -15% for "Curse of Da Bad Moon Upgraded"
Overcast spell: "Curse of Da Bad Moon Upgraded"
Winds of Magic cost: -2 for "Curse of Da Bad Moon"
Winds of Magic cost: -3 for "Curse of Da Bad Moon Upgraded"
Cooldown: -50% to "Curse of Da Bad Moon"
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
Da GobbosDa Gobbos3 levelsLevel 1
Ammunition: +10% for Goblin and Night Goblin Missile Infantry units (Lord's army)
Melee defence: +4 for Goblin and Night Goblin Infantry units (Lord's army)
Ammunition: +15% for Goblin and Night Goblin Missile Infantry units (Lord's army)
Melee attack: +4 for Goblin and Night Goblin Infantry units (Lord's army)
Melee defence: +4 for Goblin and Night Goblin Infantry units (Lord's army)
Missile strength: +6% for Goblin and Night Goblin Missile Infantry units (Lord's army)
Ammunition: +20% for Goblin and Night Goblin Missile Infantry units (Lord's army)
Melee attack: +6 for Goblin and Night Goblin Infantry units (Lord's army)
Melee defence: +6 for Goblin and Night Goblin Infantry units (Lord's army)
Missile strength: +8% for Goblin and Night Goblin Missile Infantry units (Lord's army)
RiderzRiderz3 levelsLevel 1
Speed: +6% for Melee Cavalry, Orc Boar Chariot and Squig Herd units (Lord's army)
Charge bonus: +6 for Melee Cavalry, Orc Boar Chariot and Squig Herd units (Lord's army)
Speed: +9% for Melee Cavalry, Orc Boar Chariot and Squig Herd units (Lord's army)
Charge bonus: +12 for Melee Cavalry, Orc Boar Chariot and Squig Herd units (Lord's army)
Speed: +12% for Melee Cavalry, Orc Boar Chariot and Squig Herd units (Lord's army)
Da BoyzDa Boyz3 levelsLevel 1
Weapon strength: +6% for Orc Infantry units (Lord's army)
Base missile damage: +4% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
Melee attack: +4 for Orc Infantry units (Lord's army)
Reload time reduction: +4% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
Weapon strength: +9% for Orc Infantry units (Lord's army)
Base missile damage: +6% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
Melee attack: +6 for Orc Infantry units (Lord's army)
Reload time reduction: +8% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
Weapon strength: +12% for Orc Infantry units (Lord's army)
Base missile damage: +8% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
‘Ard as Nailz‘Ard as Nailz3 levelsLevel 1
Missile strength: +4% for Missile Cavalry and Chariot units (Lord's army)
Armour: +4 for Chariots and Pump Wagon units (Lord's army)
Missile strength: +6% for Missile Cavalry and Chariot units (Lord's army)
Range: +5% for Missile Cavalry and Chariot units (Lord's army)
Armour: +8 for Chariots and Pump Wagon units (Lord's army)
Missile strength: +8% for Missile Cavalry and Chariot units (Lord's army)
Range: +10% for Missile Cavalry and Chariot units (Lord's army)
Armour: +12 for Chariots and Pump Wagon units (Lord's army)
Da Big LadzDa Big Ladz3 levelsLevel 1
Weapon strength: +6% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)
Melee attack: +4 for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)
Weapon strength: +9% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)
Melee attack: +6 for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)
Weapon strength: +12% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)
Deff From AbuvDeff From Abuv3 levelsLevel 1
Ammunition: +10% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)
Ammunition: +15% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)
Missile strength: +6% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)
Ammunition: +20% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)
Missile strength: +8% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)
Get Back 'Ere!Get Back 'Ere!
Ability: "Get Back 'Ere!"
Sneaky StabberzSneaky Stabberz
Leadership: +5 for all Goblin, Pump Wagon, Night Goblin and Squig Herd units (Rank 7 and above) (Lord's army)
Physical resistance: 10% for all Goblin, Pump Wagon, Night Goblin and Squig Herd units (Rank 7 and above) (Lord's army)
Weapon strength: +12% for all Goblin, Pump Wagon, Night Goblin and Squig Herd units (Rank 7 and above) (Lord's army)
'Ard Ladz'Ard Ladz
Armour: +12 for Orc units (Rank 7 and above) (Lord's army)
Melee defence: +5 for Orc units (Rank 7 and above) (Lord's army)
Ward save: +8% for Orc units (Rank 7 and above) (Lord's army)
Biggest ‘n' StrongestBiggest ‘n' Strongest
Melee defence: +5 for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Rank 7 and above) (Lord's army)
Missile resistance: 15% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Rank 7 and above) (Lord's army)
Weapon strength: +12% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Rank 7 and above) (Lord's army)
Savage SmartzSavage Smartz
Ammunition: +20% for Goblin Rock Lobber and Doom Diver Catapult units (Rank 7 and above) (Lord's army)
Missile strength: +12% for Goblin Rock Lobber and Doom Diver Catapult units (Rank 7 and above) (Lord's army)
Reload time reduction: +10% for Goblin Rock Lobber and Doom Diver Catapult units (Rank 7 and above) (Lord's army)
Smash 'Em FasterSmash 'Em Faster
Ability: "Smash 'Em Faster"
Replaces: "Get Back 'Ere!"
Route MarcherRoute Marcher
Campaign movement range: +5%
Deff From BelowDeff From Below3 levelsLevel 1
Evasion chance when using Tunnelling: +6%
Evasion chance when using Tunnelling: +16%
Evasion chance when using Tunnelling: +30%
RaiderRaider3 levelsLevel 1
Income from raiding: +10% (Lord's army)
Income from raiding: +20% (Lord's army)
Income from raiding: +30% (Lord's army)
LooterLooter3 levelsLevel 1
Income from looting settlements: +3% (Lord's army)
Income from looting settlements: +8% (Lord's army)
Income from looting settlements: +15% (Lord's army)
RavagerRavager3 levelsLevel 1
Income from sacking settlements: +3% (Lord's army)
Income from sacking settlements: +8% (Lord's army)
Income from sacking settlements: +15% (Lord's army)
Iron-HardIron-Hard
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
Out-CleveringOut-Clevering3 levelsLevel 1
Ambush success chance: +6% (Lord's army)
Ambush success chance: +16% (Lord's army)
Ambush success chance: +30% (Lord's army)
Mob BossMob Boss3 levelsLevel 1
Upkeep: -3% (Lord's army)
Upkeep: -6% (Lord's army)
Upkeep: -9% (Lord's army)
Really GreenReally Green3 levelsLevel 1
Corruption: -1 (local province)
Corruption: -2 (local province)
Corruption: -3 (local province)
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 Goblin Great Shaman
4 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| GreenskinsWizard Lord | 3,651 | 1 | 25 | 55 | 33 | 24 | 26 | 280 | 20 | 1,000 | 250 | wh_main_grn_cha_goblin_great_shaman_0 |
| GreenskinsWizard Lord | 4,035 | 1 | 25 | 55 | 92 | 24 | 26 | 280 | 50 | 1,100 | 275 | wh_main_grn_cha_goblin_great_shaman_1 |
| GreenskinsWizard Lord | 4,246 | 1 | 45 | 55 | 90 | 14 | 10 | 250 | 70 | 1,200 | 300 | wh_main_grn_cha_goblin_great_shaman_2 |
| GreenskinsWizard Lord | 10,029 | 1 | 120 | 65 | 57 | 58 | 30 | 500 | 40 | 1,850 | 462 | wh2_twa01_grn_cha_goblin_great_shaman_3 |
Who can field it
- Grimgor's 'Ardboyz
Where these numbers come from
Read from the game's database tables for patch 9.0 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 8a4f7e64). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.