
Health
3,408
Armour
35
Leadership
65
Speed
38
Melee attack
30
Melee defence
30
Weapon strength
210 base + 90 armour-piercing
300
Charge bonus
20
Ranged
Range
130 m
Ammunition
20
Missile damage
203 base + 67 AP
270
Reload time
8 s
Damage per 10 s
338
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.

Daemonic
Daemonic units cannot be routed, but take damage when their Leadership is low. Daemonic units also have: Physical Resistance Fear and Terror Immunity

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
Locus of ChangeAugment (Area) · +25% Armour-Piercing Missile Damage, +25% Base Missile DamageactiveLocus of ChangeAugment (Area)+25% Armour-Piercing Missile Damage+25% Base Missile DamageCooldown 90 s · Duration 40 s · Range 55 mChange comes in many forms… Death, in this instance, is brought down swiftly from above.
Daemonic InstabilityDirect Damage · Causes damage to selfpassiveDaemonic InstabilityDirect DamageCauses damage to selfPassiveAs the Daemon's courage falters, their mortal form crumbles and fades from this reality.
Banished!Direct Damage · Causes severe damage to selfpassiveBanished!Direct DamageCauses severe damage to selfPassiveOnce the Daemon's courage has failed them, they will fall back through the portal to the Chaos Realm whence they belong.
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.
Iridescent Horror (Metal) skill tree
26 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.
Disc of TzeentchDisc of Tzeentch
Mount: Disc of Tzeentch
Burning ChariotBurning Chariot
Mount: Burning Chariot
Invulnerable Through ChangeInvulnerable Through Change
Missile resistance: 10%
Hates NurgleHates Nurgle
Melee attack: +10 when fighting against Nurglish factions
Weapon strength: +15% when fighting against Nurglish factions
ImmortalityImmortalityUnlocks at rank 19
When normally killed in action, this Hero will be wounded instead
MentorMentor3 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
Locus of ChangeLocus of Change
Ability: "Locus of Change"
Locus of ConjurationLocus of Conjuration
Ability: "Locus of Conjuration"
Locus of TransmogrificationLocus of Transmogrification
Ability: "Locus of Transmogrification"
Searing DoomSearing Doom2 levelsLevel 1
Overcast spell: "Searing Doom Upgraded"
Cooldown: -30% to "Searing Doom"
Miscast base chance: -15% for "Searing Doom Upgraded"
Overcast spell: "Searing Doom Upgraded"
Winds of Magic cost: -1 for "Searing Doom"
Winds of Magic cost: -2 for "Searing Doom Upgraded"
Cooldown: -50% to "Searing Doom"
MetalshiftingMetalshifting
Passive ability: "Metalshifting"
Plague of RustPlague of Rust3 levelsLevel 1
Spell: "Plague of Rust"
Overcast spell: "Plague of Rust Upgraded"
Cooldown: -30% to "Plague of Rust"
Miscast base chance: -15% for "Plague of Rust Upgraded"
Overcast spell: "Plague of Rust Upgraded"
Winds of Magic cost: -1 for "Plague of Rust"
Winds of Magic cost: -1 for "Plague of Rust Upgraded"
Cooldown: -50% to "Plague of Rust"
Glittering RobeGlittering Robe3 levelsLevel 1
Spell: "Glittering Robe"
Overcast spell: "Glittering Robe Upgraded"
Cooldown: -30% to "Glittering Robe"
Miscast base chance: -15% for "Glittering Robe Upgraded"
Overcast spell: "Glittering Robe Upgraded"
Winds of Magic cost: -1 for "Glittering Robe"
Winds of Magic cost: -2 for "Glittering Robe Upgraded"
Cooldown: -50% to "Glittering Robe"
Gehenna's Golden HoundsGehenna's Golden Hounds3 levelsLevel 1
Spell: "Gehenna's Golden Hounds"
Overcast spell: "Gehenna's Golden Hounds Upgraded"
Cooldown: -30% to "Gehenna's Golden Hounds"
Miscast base chance: -15% for "Gehenna's Golden Hounds Upgraded"
Overcast spell: "Gehenna's Golden Hounds Upgraded"
Winds of Magic cost: -2 for "Gehenna's Golden Hounds"
Winds of Magic cost: -3 for "Gehenna's Golden Hounds Upgraded"
Cooldown: -50% to "Gehenna's Golden Hounds"
Prismatic PluralityPrismatic Plurality
Passive ability: "Prismatic Plurality"
Transmutation of LeadTransmutation of Lead3 levelsLevel 1
Spell: "Transmutation of Lead"
Overcast spell: "Transmutation of Lead Upgraded"
Cooldown: -30% to "Transmutation of Lead"
Miscast base chance: -15% for "Transmutation of Lead Upgraded"
Overcast spell: "Transmutation of Lead Upgraded"
Winds of Magic cost: -2 for "Transmutation of Lead"
Winds of Magic cost: -3 for "Transmutation of Lead Upgraded"
Cooldown: -50% to "Transmutation of Lead"
Final TransmutationFinal Transmutation3 levelsLevel 1
Spell: "Final Transmutation"
Overcast spell: "Final Transmutation Upgraded"
Cooldown: -30% to "Final Transmutation"
Miscast base chance: -15% for "Final Transmutation Upgraded"
Overcast spell: "Final Transmutation Upgraded"
Winds of Magic cost: -2 for "Final Transmutation"
Winds of Magic cost: -4 for "Final Transmutation Upgraded"
Cooldown: -50% to "Final Transmutation"
EarthingEarthing
Miscast base chance: -15%
Magical ReservesMagical Reserves
Winds of Magic power reserve capacity: +5
Arcane ConduitArcane Conduit
Passive ability: "Arcane Conduit"
Replenish TroopsReplenish Troops3 levelsLevel 1
Replenish Troops action: Replenishment rate is increased by an additional 3%
Replenish Troops action: Replenishment rate is increased by an additional 6%
Replenish Troops action: Replenishment rate is increased by an additional 9%
Stimulate GrowthStimulate Growth3 levelsLevel 1
Stimulate Growth action: Growth is modified by an additional 10
Growth: -10 (local enemy province)
Growth: +10 (local province)
Stimulate Growth action: Growth is modified by an additional 20
Growth: -20 (local enemy province)
Growth: +20 (local province)
Stimulate Growth action: Growth is modified by an additional 30
Growth: -30 (local enemy province)
Growth: +30 (local province)
Damage BuildingDamage Building3 levelsLevel 1
Damage Building action: Additional 5% damage caused
Damage Building action: Additional 15% damage caused
Damage Building action: Additional 30% damage caused
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
Assault UnitsAssault Units3 levelsLevel 1
Assault Units action: Additional 3% casualties inflicted
Assault Units action: Additional 8% casualties inflicted
Assault Units action: Additional 15% casualties inflicted
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 Iridescent Horror (Metal)
3 units share this name across races (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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Tzeentch, Daemons of ChaosWizard | 3,408 | 1 | 35 | 65 | 38 | 30 | 30 | 300 | 20 | 900 | 225 | wh3_main_tze_cha_iridescent_horror_metal_0 |
| Tzeentch, Daemons of ChaosWizard | 3,808 | 1 | 35 | 65 | 95 | 30 | 30 | 300 | 35 | 1,100 | 275 | wh3_main_tze_cha_iridescent_horror_metal_1 |
| Tzeentch, Daemons of ChaosWizard | 4,996 | 1 | 35 | 65 | 85 | 35 | 28 | 400 | 35 | 1,400 | 350 | wh3_main_tze_cha_iridescent_horror_metal_2 |
Who can field it
- Legion of Chaos
- Oracles of Tzeentch
The game also has 1 summoned or scripted copy of this unit that players don't recruit directly (wh3_survival_tze_cha_iridescent_horror_metal).
Where these numbers come from
Read from the game's database tables for patch 9.0 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 8a4f7e64). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.