
Malekith
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.
Malekith is a legendary lord of Dark Elves, leading Naggarond at the start of a campaign: 4,288 HP, armour 90, melee attack 65, melee defence 55, weapon strength 420. It costs 1,200 in the campaign and 1,300 in multiplayer. Beating this lord in battle can earn the defeat trait Immortal Unbeloved. Unit key wh2_main_def_cha_malekith_0. Patch 9.0.4, from the game's data tables.
Health
4,288
Armour
shield blocks 60% of small-arms missiles from the front (not artillery)
90
Leadership
85
Speed
36
Melee attack
65
Melee defence
55
Weapon strength
273 base + 147 armour-piercing
420
Charge bonus
45
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.
- Immune to Psychology
The unit is immune to psychological attacks (Fear & Terror).
Abilities
- Murderous ProwessAugment · +20% Armour-Piercing Missile Damage, +25% Charge Bonus…passiveMurderous ProwessAugment+20% Armour-Piercing Missile Damage+25% Charge Bonus+25% Melee Attack+15 LeadershipPassive · Duration 90 s · 1 useSlaughter! There is no greater glorification of Khaine, the God of Murder, and no more popular form of worship – or indeed daily exercise – amongst the Dark Elves.
- Gaze of MaliceBreath · Strong vs multiple units, Short, wide, expanding, tear-shaped attackactiveGaze of MaliceBreathStrong vs multiple unitsShort, wide, expanding, tear-shaped attackCooldown 90 s · Duration 8 s · 3 uses · Wind-up 3 sIf looks could kill… Oh wait, it turns out that they can…
- 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.
- Stand Your Ground!Augment (Area) · +24 Melee Defence, +16 LeadershipactiveStand Your Ground!Augment (Area)+24 Melee Defence+16 LeadershipCooldown 90 s · Duration 18 s · Range 35 mOn the battlefield, the craven's path is an easy one, but for those champions that choose to stand? Fortune will surely favour them and their troops.
Lore of magic
Counters
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Dark Elves: Cold One Chariots, Bloodwrack Shrine
- Magical attacks — physical resistance +20%e.g. Stormfiends (Warpfire Projectors), Warpfire Throwers, Death Globe Bombardiers · Dark Elves: Bloodwrack Shrine, Bloodwrack Medusa
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 Malekith in battle and your lord can earn the trait
Immortal Unbeloved
- Passive ability: "Frenzy"
- Income from raiding: +10% (Lord's army)
The Dark King will fall, by blade, by arrow, or by sorcerous power and the darkest magic.
Malekith skill tree
64 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.
- Cold OneCold OneUnlocks at rank 7
- Mount: Cold One
- Cold One ChariotCold One ChariotUnlocks at rank 10
- Mount: Cold One Chariot
- SeraphonSeraphonUnlocks at rank 18
- Mount: Seraphon
- SadisticSadisticUnlocks at rank 4
- Armour-piercing weapon damage: +12
- Charge bonus: +5
- Melee attack: +3
- Eternal HatredEternal HatredUnlocks at rank 6
- Weapon strength: +10% when fighting against High Elves
- Weapon strength: +6%
- Absolute PowerAbsolute PowerUnlocks at rank 10
- Passive ability: "Hold the Line!"
- Character's aura leadership effect: +5
- Leadership aura size: +100%
- Ward of KhaineWard of KhaineUnlocks at rank 8
- Missile resistance: 10%
- Ward of HekartiWard of HekartiUnlocks 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
- TyrantTyrantUnlocks at rank 12
- Income from all buildings: +5% (factionwide)
- Control: +1 (all provinces)
- Motivation Through FearMotivation Through Fear
- Income from slaves: +5% (factionwide)
- Seditious or SanguineSeditious or Sanguine
- Diplomatic relations: +15 with Dark Elves
- Corruption: -10 (when in own province)
- Control: +4 (local province)
- Efforts RedoubledEfforts Redoubled
- Construction time: -50% for all buildings (local province)
- Construction cost: -15% for all buildings (local province)
- Income from all buildings: +30% (local province)
- Growth: +25 (local province)
- WarleaderWarleaderUnlocks at rank 12
- Income from post-battle loot: +5% (all characters)
- Upkeep: -10% (all armies)
- Leadership: +5 (Lord's army)
- Scoured & StrippedScoured & Stripped
- Casualties captured post-battle: +50%
- Income from looting settlements: +100% (Lord's army)
- Income from sacking settlements: +100% (Lord's army)
- Triumph of EvilTriumph of Evil
- Casualty replenishment rate: +8% (Lord's army)
- Attrition: -50% casualties suffered from all attrition (Lord's army)
- Lord recruit rank: +2 (factionwide)
- Reach Equals GraspReach Equals Grasp
- Magic item drop chance from battle: +25%
- Income from post-battle loot: +50%
- Sea Dragon CloakSea Dragon Cloak
- Armour: +5
- Devastating ChargeDevastating Charge2 levelsLevel 1
- Charge bonus: +15
- Charge bonus: +30
- Hard to HitHard to Hit2 levelsLevel 1
- Melee defence: +6
- Melee defence: +12
- Blade MasterBlade Master2 levelsLevel 1
- Melee attack: +6
- Melee attack: +12
- IndomitableIndomitable2 levelsLevel 1
- Leadership: +6
- Leadership: +12
- Deadly OnslaughtDeadly Onslaught
- Ability: "Deadly Onslaught"
- Wound-MakerWound-Maker2 levelsLevel 1
- Weapon strength: +10%
- Weapon strength: +20%
- Full Plate ArmourFull Plate Armour2 levelsLevel 1
- Armour: +7
- Armour: +15
- Blade ShieldBlade Shield2 levelsLevel 1
- Melee defence: +6
- Melee defence: +12
- Expeditious EndeavourExpeditious Endeavour2 levelsLevel 1
- Speed: +7%
- Speed: +15%
- Gaze of MaliceGaze of Malice
- Ability: "Gaze of Malice"
- ChillwindChillwind2 levelsLevel 1
- Cooldown: -30% to "Chillwind"
- Overcast spell: "Chillwind Upgraded"
- Cooldown: -50% to "Chillwind"
- Miscast base chance: -15% for "Chillwind Upgraded"
- Overcast spell: "Chillwind Upgraded"
- Winds of Magic cost: -1 for "Chillwind"
- Winds of Magic cost: -2 for "Chillwind Upgraded"
- Spiteful ConjurationSpiteful Conjuration
- Passive ability: "Spiteful Conjuration"
- Power of DarknessPower of Darkness
- Cooldown: -50% to "Power of Darkness"
- Winds of Magic cost: -1 for "Power of Darkness"
- Word of PainWord of Pain2 levelsLevel 1
- Cooldown: -30% to "Word of Pain"
- Spell: "Word of Pain"
- Overcast spell: "Word of Pain Upgraded"
- Cooldown: -50% to "Word of Pain"
- Miscast base chance: -15% for "Word of Pain Upgraded"
- Overcast spell: "Word of Pain Upgraded"
- Winds of Magic cost: -2 for "Word of Pain"
- Winds of Magic cost: -3 for "Word of Pain Upgraded"
- BladewindBladewind2 levelsLevel 1
- Cooldown: -30% to "Bladewind"
- Spell: "Bladewind"
- Overcast spell: "Bladewind Upgraded"
- Cooldown: -50% to "Bladewind"
- Miscast base chance: -15% for "Bladewind Upgraded"
- Overcast spell: "Bladewind Upgraded"
- Winds of Magic cost: -2 for "Bladewind"
- Winds of Magic cost: -2 for "Bladewind Upgraded"
- EvasionEvasion
- Passive ability: "Evasion"
- DoomboltDoombolt2 levelsLevel 1
- Cooldown: -30% to "Doombolt"
- Spell: "Doombolt"
- Overcast spell: "Doombolt Upgraded"
- Cooldown: -50% to "Doombolt"
- Miscast base chance: -15% for "Doombolt Upgraded"
- Overcast spell: "Doombolt Upgraded"
- Winds of Magic cost: -2 for "Doombolt"
- Winds of Magic cost: -3 for "Doombolt Upgraded"
- Soul StealerSoul Stealer
- Cooldown: -50% to "Soul Stealer"
- Spell: "Soul Stealer"
- Winds of Magic cost: -4 for "Soulstealer"
- 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
- Line BreakerLine Breaker3 levelsLevel 1
- Melee defence: +4 for Dreadspears, Bleakswords, Black Ark Corsairs and Darkshards units (Lord's army)
- Melee attack: +4 for Dreadspears, Bleakswords, Black Ark Corsairs and Darkshards units (Lord's army)
- Melee defence: +4 for Dreadspears, Bleakswords, Black Ark Corsairs and Darkshards units (Lord's army)
- Melee attack: +6 for Dreadspears, Bleakswords, Black Ark Corsairs and Darkshards units (Lord's army)
- Melee defence: +6 for Dreadspears, Bleakswords, Black Ark Corsairs and Darkshards units (Lord's army)
- SheafmasterSheafmaster3 levelsLevel 1
- Ammunition: +8% for Darkshards, Black Ark Corsairs and Reaper Bolt Thrower units (Lord's army)
- Ammunition: +12% for Darkshards, Black Ark Corsairs and Reaper Bolt Thrower units (Lord's army)
- Reload time reduction: +4% for Darkshards, Black Ark Corsairs and Bolt Thrower units (Lord's army)
- Ammunition: +20% for Darkshards, Black Ark Corsairs and Reaper Bolt Thrower units (Lord's army)
- Reload time reduction: +8% for Darkshards, Black Ark Corsairs and Bolt Thrower units (Lord's army)
- Raid LeaderRaid Leader3 levelsLevel 1
- Charge bonus: +6 for Shades, Dark Riders, Doomfire Warlocks and Scourgerunner Chariot units (Lord's army)
- Charge bonus: +9 for Shades, Dark Riders, Doomfire Warlocks and Scourgerunner Chariot units (Lord's army)
- Melee defence: +3 for Shades, Dark Riders, Doomfire Warlock and Scourgerunner Chariot units (Lord's army)
- Missile strength: +6% for Shades, Dark Riders and Scourgerunner Chariot units (Lord's army)
- Charge bonus: +12 for Shades, Dark Riders, Doomfire Warlocks and Scourgerunner Chariot units (Lord's army)
- Melee defence: +5 for Shades, Dark Riders, Doomfire Warlock and Scourgerunner Chariot units (Lord's army)
- Missile strength: +8% for Shades, Dark Riders and Scourgerunner Chariot units (Lord's army)
- Lash MasterLash Master3 levelsLevel 1
- Weapon strength: +6% for Harpies, War Hydra, Kharibdyss, Black Dragon, Feral Manticore and Bloodwrack Medusae units (Lord's army)
- Reload time reduction: +9% for Bloodwrack Medusae units (Lord's army)
- Charge bonus: +9 for Harpies, War Hydra, Kharibdyss, Black Dragon, Feral Manticore and Bloodwrack Medusae units (Lord's army)
- Weapon strength: +9% for Harpies, War Hydra, Kharibdyss, Black Dragon, Feral Manticore and Bloodwrack Medusae units (Lord's army)
- Reload time reduction: +12% for Bloodwrack Medusae units (Lord's army)
- Charge bonus: +12 for Harpies, War Hydra, Kharibdyss, Black Dragon, Feral Manticore and Bloodwrack Medusae units (Lord's army)
- Weapon strength: +12% for Harpies, War Hydra, Kharibdyss, Black Dragon, Feral Manticore and Bloodwrack Medusae units (Lord's army)
- Knight LordKnight Lord3 levelsLevel 1
- Melee attack: +4 for Cold One Knights, Cold One Dread Knights and Cold One Chariot units (Lord's army)
- Melee attack: +4 for Cold One Knights, Cold One Dread Knights and Cold One Chariot units (Lord's army)
- Melee defence: +4 for Cold One Knights, Cold One Dread Knights and Cold One Chariot units (Lord's army)
- Melee attack: +6 for Cold One Knights, Cold One Dread Knights and Cold One Chariot units (Lord's army)
- Melee defence: +6 for Cold One Knights, Cold One Dread Knights and Cold One Chariot units (Lord's army)
- SlaughterlordSlaughterlord3 levelsLevel 1
- Melee attack: +4 for Witch Elves, Har Ganeth Executioners, Black Guard of Naggarond and Sisters of Slaughter units (Lord's army)
- Melee attack: +4 for Witch Elves, Har Ganeth Executioners, Black Guard of Naggarond and Sisters of Slaughter units (Lord's army)
- Melee defence: +4 for Witch Elves, Har Ganeth Executioners, Black Guard of Naggarond and Sisters of Slaughter units (Lord's army)
- Melee attack: +6 for Witch Elves, Har Ganeth Executioners, Black Guard of Naggarond and Sisters of Slaughter units (Lord's army)
- Melee defence: +6 for Witch Elves, Har Ganeth Executioners, Black Guard of Naggarond and Sisters of Slaughter units (Lord's army)
- Rally!Rally!
- Ability: "Rally!"
- Cull the UnworthyCull the Unworthy
- Armour: +10 for Bleakswords, Dreadspears, Darkshards and Reaper Bolt Thrower units (Rank 7 and above) (Lord's army)
- Missile strength: +12% for Darkshards and Reaper Bolt Thrower units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Bleakswords, Dreadspears, Darkshards and Reaper Bolt Thrower units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Bleakswords, Dreadspears, Darkshards and Reaper Bolt Thrower units (Rank 7 and above) (Lord's army)
- Ravager RewardsRavager Rewards
- Armour: +10 for Black Ark Corsairs, Shades, Dark Riders, Doomfire Warlocks and Scourgerunner Chariot units (Rank 7 and above) (Lord's army)
- Range: +15% for Black Ark Corsairs, Shades, Dark Riders and Scourgerunner Chariot units (Rank 7 and above) (Lord's army)
- Speed: +10% for Black Ark Corsairs, Shades, Dark Riders, Doomfire Warlocks and Scourgerunner Chariot units (Rank 7 and above) (Lord's army)
- Favour the FortunateFavour the Fortunate
- Armour: +5 for Black Guard of Naggarond, Har Ganeth Executioners, Cold One Knights, Cold One Dread Knights and Cold One Chariot units (Rank 7 and above) (Lord's army)
- Charge bonus: +12 for Black Guard of Naggarond, Har Ganeth Executioners, Cold One Knights, Cold One Dread Knights and Cold One Chariot units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Black Guard of Naggarond, Har Ganeth Executioners, Cold One Knights, Cold One Dread Knights and Cold One Chariot units (Rank 7 and above) (Lord's army)
- Confer BloodlustConfer Bloodlust
- Physical resistance: 10% for Witch Elves, Harpies, War Hydra, Kharibdyss, Black Dragon, Feral Manticore, Sisters of Slaughter and Bloodwrack Medusae units (Rank 7 and above) (Lord's army)
- Speed: +10% for Witch Elves, Harpies, War Hydra, Kharibdyss, Black Dragon, Feral Manticore, Sisters of Slaughter and Bloodwrack Medusae units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Witch Elves, Harpies, War Hydra, Kharibdyss, Black Dragon, Feral Manticore, Sisters of Slaughter and Bloodwrack Medusae 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%
- Iron DisciplinarianIron Disciplinarian3 levelsLevel 1
- Control: +1 (local province)
- Control: +2 (local province)
- Control: +3 (local province)
- Dreaded SlaverDreaded Slaver3 levelsLevel 1
- Casualties captured post-battle: +5%
- Casualties captured post-battle: +12%
- Casualties captured post-battle: +25%
- Serve or DieServe or Die3 levelsLevel 1
- Recruitment cost: -5% (Lord's army)
- Recruitment cost: -10% (Lord's army)
- Recruitment cost: -15% (Lord's army)
- Infamous RaiderInfamous Raider3 levelsLevel 1
- Income from looting settlements: +4% (Lord's army)
- Income from raiding: +10% (Lord's army)
- Income from sacking settlements: +4% (Lord's army)
- Income from looting settlements: +9% (Lord's army)
- Income from raiding: +20% (Lord's army)
- Income from sacking settlements: +9% (Lord's army)
- Income from looting settlements: +15% (Lord's army)
- Income from raiding: +30% (Lord's army)
- Income from sacking settlements: +15% (Lord's army)
- 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)
- Fleeting ShadowFleeting Shadow3 levelsLevel 1
- Ambush success chance: +6% (Lord's army)
- Ambush defence chance: +5% (Lord's army)
- Ambush success chance: +16% (Lord's army)
- Ambush defence chance: +10% (Lord's army)
- Attribute: Vanguard Deployment
- Ambush success chance: +30% (Lord's army)
- Ambush defence chance: +20% (Lord's army)
- Elven HealingElven Healing3 levelsLevel 1
- Casualty replenishment rate: +2% (Lord's army)
- Attrition: -10% casualties suffered from all attrition (Lord's army)
- Casualty replenishment rate: +4% (Lord's army)
- Attrition: -20% casualties suffered from all attrition (Lord's army)
- Casualty replenishment rate: +6% (Lord's army)
- Attrition: -30% casualties suffered from all attrition (Lord's army)
- 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 Malekith
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Dark ElvesWizard Lord | 4,288 | 1 | 90 | 85 | 36 | 65 | 55 | 420 | 45 | 1,200 | 300 | wh2_main_def_cha_malekith_0 |
| Dark ElvesWizard Lord | 4,980 | 1 | 110 | 85 | 68 | 65 | 55 | 420 | 65 | 1,550 | 387 | wh2_main_def_cha_malekith_1 |
| Dark ElvesWizard Lord | 5,740 | 1 | 110 | 85 | 66 | 38 | 27 | 400 | 90 | 1,650 | 412 | wh2_main_def_cha_malekith_2 |
| Dark ElvesWizard Lord | 8,444 | 1 | 90 | 85 | 95 | 60 | 50 | 560 | 50 | 2,500 | 625 | wh2_main_def_cha_malekith_3 |
Who can field it
- Dark Elves · Naggarond
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.