
Hag Witch (Shadows)
Hero· Wizard· 1 model (crew of 1) at Ultra size
Comes with Shadows of Change(Warhammer III)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Hag Witch (Shadows) is Kislev hero: 4,640 HP, armour 30, melee attack 36, melee defence 28, weapon strength 300, range 100 m, missile damage 325 per 10 s for the whole unit. It costs 1,000 in the campaign and in multiplayer. It comes with Shadows of Change. Unit key wh3_dlc24_ksl_cha_hag_witch_shadow. Patch 9.0.4, from the game's data tables.
Health
4,640
Armour
30
Leadership
75
Speed
70
Melee attack
36
Melee defence
28
Weapon strength
140 base + 160 armour-piercing
300
Charge bonus
62
Ranged
Range
100 m
Ammunition
28
Missile damage
40 base + 90 AP, 2 projectiles per shot
130
Reload time
8 s
Damage per 10 s
325
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.
- Fire Whilst Moving
This unit can fire while on the move.
Abilities
- Vorozheja's ForesightHex · -12 Armour, -12% Missile Block Chance…activeVorozheja's ForesightHex-12 Armour-12% Missile Block Chance-10% Missile ResistanceCooldown 120 s · Duration 25 s · Wind-up 3 sNo enemy can fight the cursed lashings of fate, binding them to their inevitable doom.
- By Our BloodAugmentpassiveBy Our BloodAugmentPassive · Duration 25 s · 1 useKislevite warriors are inherently stronger than weak-hearted Empire-men, who know nothing of the hardship and strife of lives lived on the unforgiving steppes.
- 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
Good against
- Heavily armoured units — 160 of 300 weapon strength armour-piercinge.g. Steam Tank, Blessed Bastiladon (Solar Engine), Rotting Leviathan · Kislev: Heavy War Sleds, Gryphon Legion
- Units with physical resistance — magical melee attackse.g. Hexwraiths, Cairn Wraiths, Syreens · Kislev: Elemental Bear, The Things in the Woods
- Lightly armoured units without shields — 325 missile damage per 10 s (whole unit)e.g. Curs'd Ettin, Exalted Plaguebearers of Nurgle, Zombies · Kislev: Kislevite Warriors, Akshina Ambushers
- Light infantry-sized units — large, mass 3,800e.g. Exalted Plaguebearers of Nurgle, Zombies, Zombie Pirate Deckhand Mob · Kislev: Tzar Guard, Kislevite Warriors
Vulnerable to
- Bonus vs large — large (cavalry-sized or bigger)e.g. Bone Giant, Feral Troglodon, Warp Lightning Cannons · Kislev: Frost Wyrm, Little Grom
- Missile fire — armour 30, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · Kislev: Akshina Ambushers, Ice Guard (Glaives)
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
Hag Witch (Shadows) 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 Hag Witch (Shadows)'s skills
- One with NatureOne with NatureUnlocks at rank 6
- Campaign line of sight: +15%
- Growth: +8 (local province)
- WoodwardenWoodwardenUnlocks at rank 6
- Attribute: Woodsman
- Physical resistance: 10% during forest battles
- Armour: +20
- Protective CharmsProtective CharmsUnlocks at rank 8
- Spell resistance: 10%
- Missile resistance: 10%
- Upheaval of EarthUpheaval of EarthUnlocks at rank 10
- Bound spell: "Assault of Stone"
- Corruption: -1 (local province)
- 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
- Sleigh DirgeSleigh DirgeUnlocks at rank 8
- Attribute: Causes Terror
- Charge bonus: +30
- Weapon strength: +20%
- WildkeeperWildkeeperUnlocks at rank 8
- Attribute: Stalk for Things in the Woods and Incarnate Elemental of Beasts units (Hero's army)
- Vigour loss reduction: -20% for Things in the Woods, Incarnate Elemental of Beasts, Bear, Frost Wyrm, Snow Leopard and Forest Animals units (Hero's army)
- Leadership aura size: +50%
- HexenHexenUnlocks at rank 8
- Effect duration: +50% for Hex spells
- Mother Knows BestMother Knows BestUnlocks at rank 8
- Ability number of uses: +1 for "Potion of Toughness" (accompanying Lord)
- Character experience gain: +15% (accompanying Lord)
- Ability: "Potion of Toughness" (accompanying Lord)
- Enables magical attacks (accompanying Lord)
- 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"
- Protective CharmsProtective Charms3 levelsLevel 1
- Protective Charms action: Attrition suffered is modified by an additional -10%
- Protective Charms action: Attrition suffered is modified by an additional -20%
- Protective Charms action: Attrition suffered is modified by an additional -30%
- Spread ControlSpread Control3 levelsLevel 1
- Spread Control action: Control is modified by an additional 1
- Spread Control action: Control is modified by an additional 2
- Spread Control action: Control is modified 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
- Hag's CursemarkHag's Cursemark3 levelsLevel 1
- Hag's Cursemark action: Additional 3% success chance
- Hag's Cursemark action: Additional 8% success chance
- Hag's Cursemark action: Additional 15% success chance
- 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
- Kislev · The Ice Court
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.