
Ice Witch (Tempest)
Lord· Wizard Lord· 1 model at Ultra size
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Ice Witch (Tempest) is Kislev lord: 3,688 HP, armour 15, melee attack 40, melee defence 35, weapon strength 320. It costs 1,000 in the campaign and 400 in multiplayer. Unit key wh3_main_ksl_cha_ice_witch_tempest_0. Patch 9.0.4, from the game's data tables.
Health
3,688
Armour
15
Leadership
70
Speed
38
Melee attack
40
Melee defence
35
Weapon strength
220 base + 100 armour-piercing
320
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
- Glacial BlastExplosionactiveGlacial BlastExplosionCooldown 90 s · Duration 4 s · 3 uses · Wind-up 3 sThis eldritch explosion propels lacerating shards of ice outwards, devastating anyone caught in its deadly squall.
- Guardian CallSummon Unit · Summons a Snow Leopard, Summoned units degrade over timeactiveGuardian CallSummon UnitSummons a Snow LeopardSummoned units degrade over timeDuration 1 s · 1 use · Wind-up 3 sAdepts of the Ice Court can summon forth a vicious, sabre-toothed battle-cat to savage their enemies' ranks, tearing them to bloody shreds in decidedly short order.
- 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.
- 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
Good against
- Units with physical resistance — magical melee attackse.g. Hexwraiths, Cairn Wraiths, Syreens · Kislev: Elemental Bear, The Things in the Woods
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Kislev: Heavy War Sleds, Little Grom
- Missile fire — armour 15, 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
Ice Witch (Tempest) skill tree
42 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 Ice Witch (Tempest)'s skills
- WarhorseWarhorseUnlocks at rank 8
- Mount: Warhorse
- War BearWar BearUnlocks at rank 14
- Mount: War Bear
- Frost WyrmFrost WyrmUnlocks at rank 18
- Mount: Frost Wyrm
- Ursun's ProtectionUrsun's ProtectionUnlocks at rank 7
- Missile resistance: 10%
- Guardian CallGuardian CallUnlocks at rank 12 · 3 levelsLevel 1
- Ability: "Guardian Call"
- Ability: "Guardian Call II"
- Ability: "Guardian Call III"
- 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
- HailstormHailstorm2 levelsLevel 1
- Cooldown: -30% to "Hailstorm"
- Overcast spell: "Hailstorm Upgraded"
- Cooldown: -50% to "Hailstorm"
- Miscast base chance: -15% for "Hailstorm Upgraded"
- Overcast spell: "Hailstorm Upgraded"
- Winds of Magic cost: -1 for "Hailstorm"
- Winds of Magic cost: -2 for "Hailstorm Upgraded"
- Freezing WindsFreezing Winds
- Passive ability: "Freezing Winds"
- Gust of True FlightGust of True Flight2 levelsLevel 1
- Cooldown: -30% to "Gust of True Flight"
- Overcast spell: "Gust of True Flight Upgraded"
- Cooldown: -50% to "Gust of True Flight"
- Miscast base chance: -15% for "Gust of True Flight Upgraded"
- Overcast spell: "Gust of True Flight Upgraded"
- Winds of Magic cost: -1 for "Gust of True Flight"
- Winds of Magic cost: -2 for "Gust of True Flight Upgraded"
- SwiftwingSwiftwing2 levelsLevel 1
- Cooldown: -30% to "Swiftwing"
- Spell: "Swiftwing"
- Overcast spell: "Swiftwing Upgraded"
- Cooldown: -50% to "Swiftwing"
- Miscast base chance: -15% for "Swiftwing Upgraded"
- Overcast spell: "Swiftwing Upgraded"
- Winds of Magic cost: -2 for "Swiftwing"
- Winds of Magic cost: -3 for "Swiftwing Upgraded"
- Biting WindBiting Wind2 levelsLevel 1
- Cooldown: -30% to "Biting Wind"
- Spell: "Biting Wind"
- Overcast spell: "Biting Wind Upgraded"
- Cooldown: -50% to "Biting Wind"
- Miscast base chance: -15% for "Biting Wind Upgraded"
- Overcast spell: "Biting Wind Upgraded"
- Winds of Magic cost: -2 for "Biting Wind"
- Winds of Magic cost: -3 for "Biting Wind Upgraded"
- EvasionEvasion
- Passive ability: "Evasion"
- BlizzardBlizzard2 levelsLevel 1
- Cooldown: -30% to "Blizzard"
- Spell: "Blizzard"
- Overcast spell: "Blizzard Upgraded"
- Cooldown: -50% to "Blizzard"
- Miscast base chance: -15% for "Blizzard Upgraded"
- Overcast spell: "Blizzard Upgraded"
- Winds of Magic cost: -2 for "Blizzard"
- Winds of Magic cost: -3 for "Blizzard Upgraded"
- Hawks of MiskaHawks of Miska2 levelsLevel 1
- Cooldown: -30% to "Hawks of Miska"
- Spell: "Hawks of Miska"
- Overcast spell: "Hawks of Miska Upgraded"
- Cooldown: -50% to "Hawks of Miska"
- Miscast base chance: -15% for "Hawks of Miska Upgraded"
- Overcast spell: "Hawks of Miska Upgraded"
- Winds of Magic cost: -2 for "Hawks of Miska"
- Winds of Magic cost: -3 for "Hawks of Miska Upgraded"
- 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
- Firing DrillsFiring Drills3 levelsLevel 1
- Reload time reduction: +3% for Kossars, Armoured Kossars, Streltsi and Akshina Ambushers units (Lord's army)
- Melee defence: +4 for Kossars, Armoured Kossars, Kislevite Warriors, Streltsi and Akshina Ambushers units (Lord's army)
- Reload time reduction: +6% for Kossars, Armoured Kossars, Streltsi and Akshina Ambushers units (Lord's army)
- Melee defence: +6 for Kossars, Armoured Kossars, Kislevite Warriors, Streltsi and Akshina Ambushers units (Lord's army)
- Reload time reduction: +9% for Kossars, Armoured Kossars, Streltsi and Akshina Ambushers units (Lord's army)
- Best of the CourtBest of the Court3 levelsLevel 1
- Melee defence: +2 for Tzar Guard and Ice Guard units (Lord's army)
- Melee attack: +4 for Tzar Guard units (Lord's army)
- Melee defence: +4 for Tzar Guard and Ice Guard units (Lord's army)
- Missile strength: +6% for Ice Guard units (Lord's army)
- Melee attack: +6 for Tzar Guard units (Lord's army)
- Melee defence: +6 for Tzar Guard and Ice Guard units (Lord's army)
- Missile strength: +8% for Ice Guard units (Lord's army)
- Relentless ChargersRelentless Chargers3 levelsLevel 1
- Charge bonus: +12% for Kossovite Dervishes, Winged Lancers and Gryphon Legion units (Lord's army)
- Charge bonus: +12% for Kossovite Dervishes, Winged Lancers and Gryphon Legion units (Lord's army)
- Missile strength: +6% for Horse Archers units (Lord's army)
- Speed: +8% for Horse Archers, Kossovite Dervishes, Winged Lancers and Gryphon Legion units (Lord's army)
- Charge bonus: +18% for Kossovite Dervishes, Winged Lancers and Gryphon Legion units (Lord's army)
- Missile strength: +8% for Horse Archers units (Lord's army)
- Speed: +12% for Horse Archers, Kossovite Dervishes, Winged Lancers and Gryphon Legion units (Lord's army)
- Creatures of the LandCreatures of the Land3 levelsLevel 1
- Melee attack: +4 for Snow Leopard, War Bear Riders, Elemental Bear, Spider, Fell Bats, Feral Bears, Things in the Woods, Frost Wyrm and Incarnate Elemental of Beasts units (Lord's army)
- Melee attack: +6 for Snow Leopard, War Bear Riders, Elemental Bear, Spider, Fell Bats, Feral Bears, Things in the Woods, Frost Wyrm and Incarnate Elemental of Beasts units (Lord's army)
- Weapon strength: +8% for Snow Leopard, War Bear Riders, Elemental Bear, Spider, Fell Bats, Feral Bears, Things in the Woods, Frost Wyrm and Incarnate Elemental of Beasts units (Lord's army)
- Melee attack: +8 for Snow Leopard, War Bear Riders, Elemental Bear, Spider, Fell Bats, Feral Bears, Things in the Woods, Frost Wyrm and Incarnate Elemental of Beasts units (Lord's army)
- Weapon strength: +12% for Snow Leopard, War Bear Riders, Elemental Bear, Spider, Fell Bats, Feral Bears, Things in the Woods, Frost Wyrm and Incarnate Elemental of Beasts units (Lord's army)
- Skilled CraftsmenSkilled Craftsmen3 levelsLevel 1
- Armour: +8 for War Sleds and Little Grom units (Lord's army)
- Ammunition: +10% for War Sleds and Little Grom units (Lord's army)
- Armour: +10 for War Sleds and Little Grom units (Lord's army)
- Ammunition: +20% for War Sleds and Little Grom units (Lord's army)
- Armour: +12 for War Sleds and Little Grom units (Lord's army)
- Rally!Rally!
- Ability: "Rally!"
- Skirmisher TraditionsSkirmisher Traditions
- Ammunition: +15% for Kossars, Armoured Kossars, Streltsi, Akshina Ambushers and Ice Guard units (Rank 7 and above) (Lord's army)
- Melee attack: +5 for Kossars, Armoured Kossars, Kislevite Warriors, Streltsi, Akshina Ambushers and Ice Guard units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Kossars, Armoured Kossars, Kislevite Warriors, Streltsi, Akshina Ambushers and Ice Guard units (Rank 7 and above) (Lord's army)
- HorsemastersHorsemasters
- Charge bonus: +12 for Kossovite Dervishes, Horse Archers, Winged Lancers, and Gryphon Legion units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Kossovite Dervishes, Horse Archers, Winged Lancers, and Gryphon Legion units (Rank 7 and above) (Lord's army)
- Speed: +10% for Kossovite Dervishes, Horse Archers, Winged Lancers, and Gryphon Legion units (Rank 7 and above) (Lord's army)
- Ursun's FavouredUrsun's Favoured
- Armour: +10 for War Bear Riders, Elemental Bear, Snow Leopard, Spider, Fell Bats, Feral Bears, Tzar Guard units, Things in the Woods, Frost Wyrm and Incarnate Elemental of Beasts (Rank 7 and above) (Lord's army)
- Spell resistance: 15% for War Bear Riders, Elemental Bears, Snow Leopard, Spider, Fell Bats, Feral Bears, Tzar Guard, Things in the Woods, Frost Wyrm and Incarnate Elemental of Beasts units (Rank 7 and above) (Lord's army)
- Melee defence: +5 for War Bear Riders, Elemental Bears, Snow Leopard, Spider, Fell Bats, Feral Bears, Tzar Guard, Things in the Woods, Frost Wyrm and Incarnate Elemental of Beasts units (Rank 7 and above) (Lord's army)
- Battle EngineersBattle Engineers
- Ammunition: +20% for War Sleds and Little Grom units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for War Sleds and Little Grom units (Rank 7 and above) (Lord's army)
- Reload time reduction: +10% for War Sleds and Little Grom units (Rank 7 and above) (Lord's army)
- Stand Your Ground!Stand Your Ground!
- Replaces: "Rally!"
- Ability: "Stand Your Ground!"
- Route MarcherRoute Marcher
- Campaign movement range: +5%
- Iron DisciplinarianIron Disciplinarian3 levelsLevel 1
- Control: +1 (local province)
- Control: +2 (local province)
- Control: +3 (local province)
- Leader of RenownLeader of Renown3 levelsLevel 1
- Recruitment cost: -5% (Lord's army)
- Recruitment cost: -10% (Lord's army)
- Recruitment cost: -15% (Lord's army)
- Reassuring PresenceReassuring Presence3 levelsLevel 1
- Attrition: -10% casualties suffered from all attrition (Lord's army)
- Attrition: -20% casualties suffered from all attrition (Lord's army)
- Attrition: -30% casualties suffered from all attrition (Lord's army)
- FerventFervent3 levelsLevel 1
- Corruption: -1 (local province)
- Corruption: -2 (local province)
- Corruption: -3 (local province)
- DraftmasterDraftmaster
- Recruit rank: +1 for all units (Lord's army)
- Local recruitment capacity: +1 (local province)
- 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
- QuartermasterQuartermaster3 levelsLevel 1
- Upkeep: -3% (Lord's army)
- Upkeep: -6% (Lord's army)
- Upkeep: -10% (Lord's army)
- LogisticianLogistician3 levelsLevel 1
- Casualty replenishment rate: +2% (Lord's army)
- Casualty replenishment rate: +4% (Lord's army)
- Casualty replenishment rate: +6% (Lord's army)
- AlertAlert3 levelsLevel 1
- Ambush defence chance: +6% (Lord's army)
- Ambush defence chance: +16% (Lord's army)
- Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +5%
- Ambush defence chance: +30% (Lord's army)
- Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%
- 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 Ice Witch (Tempest)
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| KislevWizard Lord | 3,688 | 1 | 15 | 70 | 38 | 40 | 35 | 320 | 20 | 1,000 | 300 | wh3_main_ksl_cha_ice_witch_tempest_0 |
| KislevWizard Lord | 4,096 | 1 | 45 | 70 | 78 | 40 | 35 | 320 | 40 | 1,100 | 300 | wh3_main_ksl_cha_ice_witch_tempest_1 |
| KislevWizard Lord | 4,696 | 1 | 75 | 70 | 75 | 50 | 35 | 320 | 50 | 1,100 | 300 | wh3_main_ksl_cha_ice_witch_tempest_2 |
| KislevWizard Lord | 8,138 | 1 | 90 | 70 | 75 | 48 | 35 | 445 | 50 | 1,550 | 387 | wh3_dlc24_ksl_cha_ice_witch_tempest_frost_wyrm |
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.