
Grukmur Three-Horn
Hero· Wizard· 1 model at Ultra size
Comes with Thrones of Decay – Nurgle(Warhammer III)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Grukmur Three-Horn is Nurgle hero: 4,168 HP, armour 20, melee attack 30, melee defence 28, weapon strength 310. It costs 400 in multiplayer. It comes with Thrones of Decay – Nurgle. Unit key wh3_dlc25_nur_cha_bray_shaman_wild_chieftain. Patch 9.0.4, from the game's data tables.
Health
4,168
Armour
20
Leadership
55
Speed
38
Melee attack
30
Melee defence
28
Weapon strength
215 base + 95 armour-piercing
310
Charge bonus
38
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.
- Vanguard Deployment
This unit can deploy outside the deployment zone.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
- Woodsman
This unit can pass through trees.
Abilities
- Children of NurgleRegeneration (Area) · Triggers when casting spell, Replenishes hit points of combatantspassiveChildren of NurgleRegeneration (Area)Triggers when casting spellReplenishes hit points of combatantsPassive · Duration 4 sKindly Grandfather Nurgle watches over His beloved offspring, nurturing their diseases to ensure they flourish and prosper.
- 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!
Lore of magic
Counters
Good against
- Units with physical resistance — magical melee attackse.g. Hexwraiths, Cairn Wraiths, Syreens · Nurgle: Soul Grinder of Nurgle, Great Unclean One
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Nurgle: Plague Ogres, Toad Dragon
- Missile fire — armour 20, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · Nurgle: Exalted Plaguebearers of Nurgle, Plague Drones of Nurgle (Death's Heads)
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
Grukmur Three-Horn skill tree
27 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 Grukmur Three-Horn's skills
- Tuskgor ChariotTuskgor ChariotUnlocks at rank 12
- Mount: Tuskgor Chariot
- Razorgor ChariotRazorgor ChariotUnlocks at rank 16
- Mount: Razorgor Chariot
- Uncanny SensesUncanny SensesUnlocks at rank 10
- Spell resistance: 15%
- Shadow HideShadow HideUnlocks at rank 10
- Missile resistance: 10%
- Many-Limbed FiendMany-Limbed FiendUnlocks at rank 10
- Melee attack: +15
- Weapon strength: +10%
- Three-HornThree-HornUnlocks at rank 15
- Nurgle corruption in adjacent provinces: +1
- Nurgle corruption: +3 (local province)
- Calling All Mutants!Calling All Mutants!Unlocks at rank 12
- Growth: +5 (all provinces)
- Diplomatic relations: +15 with Beastmen
- More BiteMore Bite
- Charge bonus: +10 for Chaos Warhounds, Plague Toads, Beast of Nurgle, Chaos Furies and Rot Flies units (Hero's army)
- Weapon strength: +10% for Chaos Warhounds, Plague Toads, Beast of Nurgle, Chaos Furies and Rot Flies units (Hero's army)
- More BarkMore Bark
- Armour: +10 for Centigors, Cygor, Dragon Ogre Shaggoth, Mammoth, Fimir Warriors, Beast of Nurgle and Skin Wolves units (Hero's army)
- Physical resistance: 5% for Centigors, Cygor, Dragon Ogre Shaggoth, Mammoth, Fimir Warriors, Beast of Nurgle and Skin Wolves units (Hero's army)
- Flock of DoomFlock of Doom
- Bound spell: "Flock of Doom"
- DevolveDevolve2 levelsLevel 1
- Overcast spell: "Devolve Upgraded"
- Cooldown: -30% to "Devolve"
- Miscast base chance: -15% for "Devolve Upgraded"
- Overcast spell: "Devolve Upgraded"
- Winds of Magic cost: -1 for "Devolve"
- Winds of Magic cost: -2 for "Devolve Upgraded"
- Cooldown: -30% to "Devolve"
- Bestial SurgeBestial Surge
- Passive ability: "Bestial Surge"
- Bray-ScreamBray-Scream3 levelsLevel 1
- Spell: "Bray-Scream"
- Overcast spell: "Bray-Scream Upgraded"
- Cooldown: -30% to "Bray-Scream"
- Miscast base chance: -15% for "Bray-Scream Upgraded"
- Overcast spell: "Bray-Scream Upgraded"
- Winds of Magic cost: -1 for "Bray-Scream"
- Winds of Magic cost: -2 for "Bray-Scream Upgraded"
- Cooldown: -50% to "Bray-Scream"
- ViletideViletide3 levelsLevel 1
- Spell: "Viletide"
- Overcast spell: "Viletide Upgraded"
- Cooldown: -30% to "Viletide"
- Miscast base chance: -15% for "Viletide Upgraded"
- Overcast spell: "Viletide Upgraded"
- Winds of Magic cost: -2 for "Viletide"
- Winds of Magic cost: -3 for "Viletide Upgraded"
- Cooldown: -50% to "Viletide"
- Traitor-KinTraitor-Kin3 levelsLevel 1
- Spell: "Traitor-Kin"
- Overcast spell: "Traitor-Kin Upgraded"
- Cooldown: -30% to "Traitor-Kin"
- Miscast base chance: -15% for "Traitor-Kin Upgraded"
- Overcast spell: "Traitor-Kin Upgraded"
- Winds of Magic cost: -2 for "Traitor-Kin"
- Winds of Magic cost: -3 for "Traitor-Kin Upgraded"
- Cooldown: -50% to "Traitor-Kin"
- EvasionEvasion
- Passive ability: "Evasion"
- Mantle of GhorokMantle of Ghorok3 levelsLevel 1
- Spell: "Mantle of Ghorok"
- Overcast Spell: "Mantle of Ghorok Upgraded"
- Cooldown: -50% to "Mantle of Ghorok"
- Overcast Spell: "Mantle of Ghorok Upgraded"
- Miscast base chance: -15% for "Mantle of Ghorok Upgraded"
- Winds of Magic cost: -3 for "Mantle of Ghorok Upgraded"
- Winds of Magic cost: -2 for "Mantle of Ghorok"
- Cooldown: -50% to "Mantle of Ghorok"
- Savage DominionSavage Dominion2 levelsLevel 1
- Spell: "Savage Dominion"
- Winds of Magic cost: -5 for "Savage Dominion"
- Spell: "Savage Dominion"
- EarthingEarthing
- Miscast base chance: -15%
- Magical ReservesMagical Reserves
- Winds of Magic power reserve capacity: +5
- Arcane ConduitArcane Conduit
- Passive ability: "Arcane Conduit"
- ScoutingScouting3 levelsLevel 1
- Scouting action: Magic item drop chance is increased by an additional 5%
- Scouting action: Magic item drop chance is increased by an additional 10%
- Scouting action: Magic item drop chance is increased by an additional 15%
- Spread CorruptionSpread Corruption3 levelsLevel 1
- Spread Corruption action: Nurgle corruption is increased by an additional 1
- Spread Corruption action: Nurgle corruption is increased by an additional 2
- Spread Corruption action: Nurgle corruption is increased by an additional 3
- Steal TechnologySteal Technology3 levelsLevel 1
- Steal Technology action: Research rate is increased by an additional 3
- Steal Technology action: Research rate is increased by an additional 6
- Steal Technology action: Research rate is increased by an additional 10
- 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
- Block ArmyBlock Army3 levelsLevel 1
- Block Army action: Movement range is modified by an additional -3%
- Block Army action: Movement range is modified by an additional -8%
- Block Army action: Movement range is modified by an additional -15%
- 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%
Every version of Grukmur Three-Horn
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| NurgleWizard | 4,168 | 1 | 20 | 55 | 38 | 30 | 28 | 310 | 38 | — | — | wh3_dlc25_nur_cha_bray_shaman_wild_chieftain |
| NurgleWizard | 4,472 | 1 | 80 | 55 | 70 | 28 | 24 | 280 | 64 | — | — | wh3_dlc25_nur_cha_bray_shaman_wild_chieftain_tuskgor_chariot |
| NurgleWizard | 4,664 | 1 | 100 | 55 | 70 | 34 | 30 | 310 | 80 | — | — | wh3_dlc25_nur_cha_bray_shaman_wild_chieftain_razorgor_chariot |
Who can field it
- Nurgle · Poxmakers of Nurgle · extended roster
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.
Extended roster: every race above has this unit only through campaign_exclusive rows of units_custom_battle_permissions — CA's note: such units are “filtered out of matchmaking and are generally disabled when unit caps setting is enabled” (“Unable to recruit with unit caps enabled”). So: Custom Battle with Unit caps off, at the multiplayer cost, but not in ranked battles. Race rankings and best-unit lists leave such a unit out for those races.
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.