
Iridescent Horror (Metal)
Hero· Wizard· 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.
Iridescent Horror (Metal) is Tzeentch and Daemons of Chaos hero: 3,408 HP, a magic barrier of 600 on top, armour 35, melee attack 30, melee defence 30, weapon strength 300, range 130 m, missile damage 338 per 10 s for the whole unit. It costs 900 in the campaign and 500 in multiplayer. Unit key wh3_main_tze_cha_iridescent_horror_metal_0. Patch 9.0.4, from the game's data tables.
Health
3,408
Barrier
+18% on top of health, taken first
600
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.
Lore of magic
Counters
Good against
- Units with physical resistance — magical melee attackse.g. Hexwraiths, Cairn Wraiths, Syreens · Tzeentch: Soul Grinder of Tzeentch, Burning Chariot of Tzeentch
- Units weak to fire — flaming melee attackse.g. Malevolent Treeman, Chaos Frost Dragon, Treeman
- Lightly armoured units without shields — 338 missile damage per 10 s (whole unit)e.g. Curs'd Ettin, Exalted Plaguebearers of Nurgle, Zombies · Tzeentch: Spawn of Tzeentch, Blue Horrors of Tzeentch
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Tzeentch: Mutalith Vortex Beast, Burning Chariot of Tzeentch
- Magical attacks — physical resistance +20%e.g. Stormfiends (Warpfire Projectors), Warpfire Throwers, Death Globe Bombardiers · Tzeentch: Mutalith Vortex Beast, Soul Grinder of Tzeentch
- Missile fire — armour 35, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · Tzeentch: Changebringers, Flamers of Tzeentch
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
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.
Plan Iridescent Horror (Metal)'s skills
- Disc of TzeentchDisc of TzeentchUnlocks at rank 6
- Mount: Disc of Tzeentch
- Burning ChariotBurning ChariotUnlocks at rank 16
- Mount: Burning Chariot
- Invulnerable Through ChangeInvulnerable Through ChangeUnlocks at rank 7
- Missile resistance: 10%
- Hates NurgleHates NurgleUnlocks at rank 4
- Melee attack: +10 when fighting against Nurglish factions
- Weapon strength: +15% when fighting against Nurglish factions
- 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
- 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
- Stimulate Growth action: Growth is modified by an additional 20
- Stimulate Growth action: Growth is modified by an additional 30
- 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
- Daemons of Chaos · Legion of Chaos
- Tzeentch · Oracles of Tzeentch
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.
The game also has 1 summoned or scripted copy of this unit that no building or mercenary pool recruits (wh3_survival_tze_cha_iridescent_horror_metal).
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.