
Ikit Claw
Lord· Wizard Lord· 1 model at Ultra size
Comes with The Prophet & The Warlock(Warhammer II)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Ikit Claw is a legendary lord of Skaven, leading Clan Skryre at the start of a campaign: 4,288 HP, armour 110, melee attack 45, melee defence 56, weapon strength 370, range 80 m, missile damage 933 per 10 s for the whole unit. It costs 1,000 in the campaign and in multiplayer. It comes with The Prophet & The Warlock. Beating this lord in battle can earn the defeat trait A 'Fitting' End? Unit key wh2_dlc12_skv_cha_ikit_claw_0. Patch 9.0.4, from the game's data tables.
Health
4,288
Armour
110
Leadership
65
Speed
40
Melee attack
45
Melee defence
56
Weapon strength
120 base + 250 armour-piercing, +22 vs large
370
Charge bonus
30
Ranged
Range
80 m
Ammunition
20
Missile damage
48 base + 16 AP, explosion 150 + 66 AP, 4 projectiles per shot
280
Reload time
12 s
Damage per 10 s
933
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
- Brass OrbVortex · Good against armour, Huge, stationary area of effect…activeBrass OrbVortexGood against armourHuge, stationary area of effectStrong vs multiple unitsCooldown 90 s · Duration 13 s · 3 uses · Wind-up 3 sPossession of this orb enables the user to inexorably drag the foe into a turbulent vortex of pain and death.
- Unlimited Power!Augment of the WindsactiveUnlimited Power!Augment of the WindsCooldown 90 s · Duration 26 sUnlimited power corrupts the already-totally-corrupted utterly.
- Scurry Away!Augment · +10% SpeedpassiveScurry Away!Augment+10% SpeedPassive"He who runs away lives to fight another day!" - so the foul, craven adage goes.
- 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
- Large units — bonus vs large 22e.g. Rogue Idol, Dread Saurian, Khemric Titan · Skaven: Hell Pit Abomination, Stormfiends (Shock Gauntlets)
- Heavily armoured units — 250 of 370 weapon strength armour-piercinge.g. Steam Tank, Blessed Bastiladon (Solar Engine), Rotting Leviathan · Skaven: Doomwheel, Death Globe Bombardiers
- Units with physical resistance — magical melee attackse.g. Hexwraiths, Cairn Wraiths, Syreens · Skaven: Death Runners, Eshin Triads
- Units weak to fire — flaming melee attackse.g. Malevolent Treeman, Chaos Frost Dragon, Treeman
- Lightly armoured units without shields — 933 missile damage per 10 s (whole unit)e.g. Curs'd Ettin, Exalted Plaguebearers of Nurgle, Zombies · Skaven: Plague Monk Censer Bearers, Clanrat Spears
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. War Mammoth, Feral Mammoth, Morghast Harbingers · Skaven: Doom-Flayers, Doomwheel
- Armour-piercing — armour 110e.g. Luminark of Hysh, Little Grom, Dread Saurian · Skaven: Warp-Doom Magma-Cannon, Hell Pit Abomination
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
Defeat trait
Beat Ikit Claw in battle and your lord can earn the trait
A 'Fitting' End?
- Winds of Magic power reserve capacity: +10 (Lord's army)
- Research rate: +10
Ikit Claw may have been defeated utterly, but he'll surely be back again soon, with a new, better, nastier, probably-motorised plan. Watch out!
Ikit Claw skill tree
55 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.
- Doom-FlayerDoom-FlayerUnlocks at rank 7
- Mount: Doom-Flayer
- DoomwheelDoomwheelUnlocks at rank 15
- Mount: Doomwheel
- SneakySneakyUnlocks at rank 8
- Missile resistance: 10%
- TricksyTricksyUnlocks at rank 8
- Spell resistance: 10%
- Army of RenownArmy of RenownUnlocks at rank 10 · 3 levelsLevel 1
- Regiments of Renown army capacity: +2 (own army)
- Regiments of Renown army capacity: +4 (own army)
- Regiments of Renown army capacity: +6 (own army)
- 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
- Power OverloadPower OverloadUnlocks at rank 10
- Cooldown: -10% to spells
- Warptech AcademyWarptech Academy
- Loyalty: +3 for Warlock Masters (factionwide)
- Hero capacity: +1 for Warlock Engineers
- Improved Warpstone DetectorImproved Warpstone Detector
- +50% chance to acquire Warp-fuel after battle
- The Very Latest ThingThe Very Latest Thing
- "Concentrated Flame" ammunition (increased range and anti-large)
- Missile strength: +12%
- Optimised ProductionOptimised Production
- Local Recruitment duration: -1 turn for Doomflayer and Doomwheel units (Lord's army)
- Recruit rank: +2 for Doomflayer and Doomwheel units (Lord's army)
- Doomsday ScientistDoomsday Scientist
- Upgrades ability: "Brass Orb"
- Power ArmourPower Armour
- Physical resistance: 10%
- Retractable ArmbladeRetractable Armblade
- Melee attack: +8
- Weapon strength: +10%
- Double InsulationDouble Insulation
- Fire resistance: 20%
- Spell resistance: 20%
- Jet PackJet Pack
- Charge bonus: +12
- Speed: +20%
- Biometric InterfaceBiometric Interface
- Hit points: +8%
- Adrenaline RushAdrenaline Rush
- Passive ability: "Adrenaline Rush"
- Second-Wind SerumSecond-Wind Serum
- Passive ability: "Second-Wind Serum"
- Warp LightningWarp Lightning2 levelsLevel 1
- Cooldown: -30% to "Warp Lightning"
- Overcast spell: "Warp Lightning Upgraded"
- Cooldown: -50% to "Warp Lightning"
- Miscast base chance: -15% for "Warp Lightning Upgraded"
- Overcast spell: "Warp Lightning Upgraded"
- Winds of Magic cost: -1 for "Warp Lightning"
- Winds of Magic cost: -2 for "Warp Lightning Upgraded"
- Musk of FearMusk of Fear
- Passive ability: "Musk of Fear"
- Howling WarpgaleHowling Warpgale2 levelsLevel 1
- Cooldown: -30% to "Howling Warpgale"
- Overcast spell: "Howling Warpgale Upgraded"
- Cooldown: -50% to "Howling Warpgale"
- Miscast base chance: -15% for "Howling Warpgale Upgraded"
- Overcast spell: "Howling Warpgale Upgraded"
- Winds of Magic cost: -1 for "Howling Warpgale"
- Winds of Magic cost: -2 for "Howling Warpgale Upgraded"
- Death FrenzyDeath Frenzy2 levelsLevel 1
- Cooldown: -30% to "Death Frenzy"
- Spell: "Death Frenzy"
- Overcast spell: "Death Frenzy Upgraded"
- Cooldown: -50% to "Death Frenzy"
- Miscast base chance: -15% for "Death Frenzy Upgraded"
- Overcast spell: "Death Frenzy Upgraded"
- Winds of Magic cost: -2 for "Death Frenzy"
- Winds of Magic cost: -3 for "Death Frenzy Upgraded"
- ScorchScorch2 levelsLevel 1
- Cooldown: -30% to "Scorch"
- Spell: "Scorch"
- Overcast spell: "Scorch Upgraded"
- Cooldown: -50% to "Scorch"
- Miscast base chance: -15% for "Scorch Upgraded"
- Overcast spell: "Scorch Upgraded"
- Winds of Magic cost: -2 for "Scorch"
- Winds of Magic cost: -3 for "Scorch Upgraded"
- EvasionEvasion
- Passive ability: "Evasion"
- Cracks CallCracks Call2 levelsLevel 1
- Cooldown: -30% to "Cracks Call"
- Spell: "Crack's Call"
- Overcast spell: "Cracks Call Upgraded"
- Cooldown: -50% to "Cracks Call"
- Miscast base chance: -15% for "Cracks Call Upgraded"
- Overcast spell: "Cracks Call Upgraded"
- Winds of Magic cost: -3 for "Cracks Call"
- Winds of Magic cost: -4 for "Cracks Call Upgraded"
- Flensing RuinFlensing Ruin2 levelsLevel 1
- Cooldown: -30% to "Flensing Ruin"
- Spell: "Flensing Ruin"
- Overcast spell: "Flensing Ruin Upgraded"
- Cooldown: -50% to "Flensing Ruin"
- Overcast spell: "Flensing Ruin Upgraded"
- Miscast base chance: -15% for "Flensing Ruin Upgrade"
- Winds of Magic cost: -3 for "Flensing Ruin"
- Winds of Magic cost: -4 for "Flensing Ruin Upgrade"
- EarthingEarthing
- Miscast base chance: -15%
- Magical ReservesMagical Reserves
- Winds of Magic power reserve capacity: +5
- Unlimited Power!Unlimited Power!
- Ability: "Unlimited Power"
- Inspiring PresenceInspiring Presence
- Unit experience gain per turn: +75 (Lord's army)
- Character's aura leadership effect: +5
- Pack LeaderPack Leader3 levelsLevel 1
- Melee attack: +4 for Clanrats units (Lord's army)
- Leadership: +3 for Clanrats units (Lord's army)
- Melee attack: +4 for Clanrats units (Lord's army)
- Leadership: +5 for Clanrats units (Lord's army)
- Melee attack: +6 for Clanrats units (Lord's army)
- InfiltratorInfiltrator3 levelsLevel 1
- Reload time reduction: +3% for Night Runners and Gutter Runners units (Lord's army)
- Reload time reduction: +6% for Night Runners and Gutter Runners units (Lord's army)
- Speed: +7% for Night Runners and Gutter Runners units (Lord's army)
- Reload time reduction: +9% for Night Runners and Gutter Runners units (Lord's army)
- Speed: +10% for Night Runners and Gutter Runners units (Lord's army)
- BlastmasterBlastmaster3 levelsLevel 1
- Ammunition: +8% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)
- Ammunition: +12% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)
- Reload time reduction: +4% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)
- Ammunition: +20% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)
- Reload time reduction: +8% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)
- Respected & FearedRespected & Feared3 levelsLevel 1
- Weapon strength: +6% for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)
- Armour: +6 for Cauldron of a Thousand Poxes units (Lord's army)
- Melee attack: +4 for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)
- Weapon strength: +6% for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)
- Armour: +9 for Cauldron of a Thousand Poxes units (Lord's army)
- Melee attack: +6 for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)
- Weapon strength: +9% for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)
- Armour: +12 for Cauldron of a Thousand Poxes units (Lord's army)
- Moulder KnowledgeMoulder Knowledge3 levelsLevel 1
- Charge bonus: +6 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)
- Charge bonus: +9 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)
- Speed: +7% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)
- Charge bonus: +12 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)
- Speed: +10% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)
- Engineering SkillEngineering Skill3 levelsLevel 1
- Charge bonus: +6% for Doomwheel and Doom-Flayers units (Lord's army)
- Speed: +3% for Warp-Grinders units (Lord's army)
- Reload time reduction: +3% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)
- Armour: +6 for Doomwheel, Doom-Flayers and Warp-Grinders units (Lord's army)
- Charge bonus: +9% for Doomwheel and Doom-Flayers units (Lord's army)
- Speed: +7% for Warp-Grinders units (Lord's army)
- Ammunition: +12% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)
- Reload time reduction: +6% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)
- Armour: +12 for Doomwheel, Doom-Flayers and Warp-Grinders units (Lord's army)
- Charge bonus: +12% for Doomwheel and Doom-Flayers units (Lord's army)
- Speed: +12% for Warp-Grinders units (Lord's army)
- Ammunition: +20% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)
- Reload time reduction: +9% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)
- Rally!Rally!
- Ability: "Rally!"
- Whip-SmartWhip-Smart
- Leadership: +5 for Skavenslaves, Clanrats, Stormvermin and Pusbag units (Rank 7 and above) (Lord's army)
- Melee attack: +5 for Skavenslaves, Clanrats, Stormvermin and Pusbag units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Skavenslaves, Clanrats, Stormvermin and Pusbag units (Rank 7 and above) (Lord's army)
- Gutter-WiseGutter-Wise
- Leadership: +5 for Gutter Runners, Night Runners, Death Runners and Eshin Triads units (Rank 7 and above) (Lord's army)
- Range: +15% for Gutter Runners and Night Runners units (Rank 7 and above) (Lord's army)
- Speed: +20% for Death Runners and Eshin Triads units (Rank 7 and above) (Lord's army)
- Warp-SmartWarp-Smart
- Bonus vs Infantry: +5 for Doomwheel, Doom-Flayers and Warp-Grinders units (Rank 7 and above) (Lord's army)
- Leadership: +5 for Weapon Team, Doom-Flayers, Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon, Ranged Stormfiend and Warp-Doom Magma-Cannon units (Rank 7 and above) (Lord's army)
- Spell resistance: 15% for Weapon Team, Doom-Flayer, Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon, Ranged Stormfiend and Warp-Doom Magma-Cannon units (Rank 7 and above) (Lord's army)
- Missile strength: +12% for Weapon Team, Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon, Ranged Stormfiend and Warp-Doom Magma-Cannon units (Rank 7 and above) (Lord's army)
- Mutagenic ElixirsMutagenic Elixirs
- Armour: +10 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination, Plague Monks, Melee Stormfiend, Pusbag and Cauldron of a Thousand Poxes units (Rank 7 and above) (Lord's army)
- Leadership: +5 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination, Plague Monks, Melee Stormfiend, Pusbag and Cauldron of a Thousand Poxes units (Rank 7 and above) (Lord's army)
- Physical resistance: 10% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination, Plague Monks, Melee Stormfiend, Pusbag and Cauldron of a Thousand Poxes units (Rank 7 and above) (Lord's army)
- Stand or Die!Stand or Die!
- Replaces: "Rally!"
- Ability: "Stand or Die!"
- Route MarcherRoute Marcher
- Campaign movement range: +5%
- 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)
- Ancient CunningAncient Cunning3 levelsLevel 1
- Ambush success chance: +6% (Lord's army)
- Ambush success chance: +16% (Lord's army)
- Ambush success chance: +30% (Lord's army)
- Bonded ServiceBonded Service3 levelsLevel 1
- Recruitment cost: -5% (Lord's army)
- Recruitment cost: -10% (Lord's army)
- Recruitment cost: -15% (Lord's army)
- DictatorialDictatorial3 levelsLevel 1
- Corruption: -1 (when in own province)
- Corruption: -2 (when in own province)
- Corruption: -3 (when in own province)
- CorruptiveCorruptive3 levelsLevel 1
- Skaven corruption: +1 (local enemy province)
- Skaven corruption: +2 (local enemy province)
- Skaven corruption: +3 (local enemy 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)
- WaryWary3 levelsLevel 1
- Enemy Hero action success chance: -3%
- Ambush defence chance: +8% (Lord's army)
- Enemy Hero action success chance: -8%
- Ambush defence chance: +16% (Lord's army)
- Enemy Hero action success chance: -15%
- Ambush defence chance: +30% (Lord's army)
- "Miiine All Miiine!""Miiine All Miiine!"3 levelsLevel 1
- Post battle chance of stealing a magic item: +5%
- Income from post-battle loot: +10%
- Post battle chance of stealing a magic item: +10%
- Income from post-battle loot: +20%
- Post battle chance of stealing a magic item: +15%
- Income from post-battle loot: +30%
- 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 Ikit Claw
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| SkavenWizard Lord | 4,288 | 1 | 110 | 65 | 40 | 45 | 56 | 370 | 30 | 1,000 | 250 | wh2_dlc12_skv_cha_ikit_claw_0 |
| SkavenWizard Lord | 5,296 | 1 | 110 | 65 | 72 | 40 | 36 | 270 | 55 | 1,100 | 250 | wh2_dlc12_skv_cha_ikit_claw_1 |
| SkavenWizard Lord | 6,528 | 1 | 110 | 65 | 72 | 28 | 36 | 425 | 50 | 1,300 | 250 | wh2_dlc12_skv_cha_ikit_claw_2 |
Who can field it
- Skaven · Clan Mors
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.