
Great Bray-Shaman (Shadows)
Lord· Wizard Lord· 1 model at Ultra size
Comes with Call of the Beastmen(Warhammer I)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Great Bray-Shaman (Shadows) is Beastmen lord: 4,568 HP, armour 15, melee attack 30, melee defence 28, weapon strength 310. It costs 600 in multiplayer. It comes with Call of the Beastmen. Unit key wh2_twa04_bst_cha_great_bray_shaman_shadows_0. Patch 9.0.4, from the game's data tables.
Health
4,568
Armour
15
Leadership
65
Speed
38
Melee attack
30
Melee defence
28
Weapon strength
215 base + 95 armour-piercing
310
Charge bonus
38
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.
- Woodsman
This unit can pass through trees.
Abilities
- Distorted RealityHex (Area) · -10% Charge Speed, -10% Speed…passiveDistorted RealityHex (Area)-10% Charge Speed-10% Speed-5 Melee AttackPassive · Range 35 mA palpable miasma of fell sorcery surrounds the Bray-Shaman, distorting and maiming reality.
- 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.
- Primal FuryAugment · +10% Speed, +10% Charge Bonus…passivePrimal FuryAugment+10% Speed+10% Charge Bonus+5 Melee AttackPassiveGoaded by Chieftains and enraged by intruders on their blood-grounds, Beastmen become consumed by a savage furore!
- 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.
Lore of magic
Counters
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Beastmen: Jabberslythe, Razorgor Chariots
- Missile fire — armour 15, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · Beastmen: Ungor Raiders, Centigors (Throwing Axes)
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
Great Bray-Shaman (Shadows) skill tree
51 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 Great Bray-Shaman (Shadows)'s skills
- Tuskgor ChariotTuskgor ChariotUnlocks at rank 12
- Mount: Tuskgor Chariot
- Razorgor ChariotRazorgor ChariotUnlocks at rank 16
- Mount: Razorgor Chariot
- 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%
- Distorted RealityDistorted RealityUnlocks at rank 8
- Passive ability: "Distorted Reality"
- Darkling SpiritDarkling SpiritUnlocks at rank 12
- Bound spell: "Savage Dominion"
- Speaker of Darkling CounselSpeaker of Darkling CounselUnlocks at rank 12
- Winds of Magic cost: -10% for all spells
- Winds of Magic cost: +15% for all enemy spells (enemy armies in local province)
- 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
- Dreads & CharmsDreads & CharmsUnlocks at rank 5
- Armour: +15
- Melee defence: +5
- Hardened PeltsHardened Pelts
- Armour: +15 for Chaos Warhounds, Harpies, Razorgor Herd, Chaos Spawn, Giant, Jabberslythe, Cockatrice, Incarnate Elemental of Beasts, Ghorgon, Cygor, and Manticore units (all units in army)
- Dual WielderDual WielderUnlocks at rank 5
- Charge bonus: +15
- Weapon strength: +15%
- Bellows of the DiscordantBellows of the Discordant
- Weapon strength: +15% for Chaos Warhounds, Harpies, Razorgor Herd, Chaos Spawn, Giant, Jabberslythe, Cockatrice, Incarnate Elemental of Beasts, Ghorgon, Cygor and Manticore units (all units in army)
- 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"
- The Enfeebling FoeThe Enfeebling Foe2 levelsLevel 1
- 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"
- Smoke & MirrorsSmoke & Mirrors
- Passive ability: "Smoke & Mirrors"
- The WitheringThe Withering2 levelsLevel 1
- Overcast spell: "The Withering Upgraded"
- Cooldown: -30% to "The Withering"
- Spell: "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 Pendulum2 levelsLevel 1
- Overcast spell: "The Penumbral Pendulum Upgraded"
- Cooldown: -30% to "The Penumbral Pendulum"
- Spell: "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 Shades2 levelsLevel 1
- Overcast spell: "Pit of Shades Upgraded"
- Cooldown: -30% to "Pit of Shades"
- Spell: "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 Mindrazor2 levelsLevel 1
- Overcast spell: "Okkam's Mindrazor Upgraded"
- Cooldown: -30% to "Okkam's Mindrazor"
- Spell: "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"
- 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
Every version of Great Bray-Shaman (Shadows)
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| BeastmenWizard Lord | 4,568 | 1 | 15 | 65 | 38 | 30 | 28 | 310 | 38 | — | — | wh2_twa04_bst_cha_great_bray_shaman_shadows_0 |
| BeastmenWizard Lord | 5,064 | 1 | 100 | 65 | 70 | 34 | 30 | 310 | 80 | — | — | wh2_twa04_bst_cha_great_bray_shaman_shadows_1 |
| BeastmenWizard Lord | 4,872 | 1 | 80 | 65 | 70 | 28 | 24 | 280 | 64 | — | — | wh2_twa04_bst_cha_great_bray_shaman_shadows_2 |
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.