
Malevolent Ancient Treeman (Shadows)
Lord· Wizard Lord· 1 model at Ultra size
Comes with Realm of the Wood Elves(Warhammer I)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Malevolent Ancient Treeman (Shadows) is Wood Elves lord: 9,828 HP, armour 110, melee attack 42, melee defence 48, weapon strength 470. It costs 1,300 in the campaign and 1,350 in multiplayer. It comes with Realm of the Wood Elves. Unit key wh2_dlc16_wef_cha_malicious_ancient_treeman_shadows_0. Patch 9.0.4, from the game's data tables.
Health
9,828
Armour
110
Leadership
90
Speed
35
Melee attack
42
Melee defence
48
Weapon strength
150 base + 320 armour-piercing
470
Charge bonus
30
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.
- Causes Terror
This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
- Expert Charge Defence
When bracing, this unit negates the charge bonus of any attacker.
- 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.
- Vanguard Deployment
This unit can deploy outside the deployment zone.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
- Woodsman
This unit can pass through trees.
Abilities
- 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.
- Blessing of the AncientsAugment · +20% Spell MasterypassiveBlessing of the AncientsAugment+20% Spell MasteryPassiveThe magical power permeating the forests is bestowed upon those who defend it.
- Call of the WoodsAugment · +5 Melee AttackpassiveCall of the WoodsAugment+5 Melee AttackPassive · Range 35 mThe living embodiment of the forest; through them, their warriors feel a greater call to war.
- Ancient ProtectorHex (Area)passiveAncient ProtectorHex (Area)Passive · Range 35 mFrom the deepest, dankest forest depths a Treeman Ancient rises, charged with protecting its forest-kin from harm.
- Foe-SeekerAugment · +25% Charge Speed, +25% SpeedactiveFoe-SeekerAugment+25% Charge Speed+25% SpeedCooldown 60 s · Duration 25 sThere are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
- FrenzyAugment · +10% Charge Bonus, +10 Melee Attack…passiveFrenzyAugment+10% Charge Bonus+10 Melee Attack+10% Armour-Piercing Weapon Damage+10% Base Weapon DamagePassiveSome warriors care not for their own personal safety, and so work themselves into a whirlwind of destruction and mindless violence!
Lore of magic
Counters
Good against
- Heavily armoured units — 320 of 470 weapon strength armour-piercinge.g. Steam Tank, Blessed Bastiladon (Solar Engine), Rotting Leviathan · Wood Elves: Malevolent Treeman, Treeman
- Units with physical resistance — magical melee attackse.g. Hexwraiths, Cairn Wraiths, Syreens · Wood Elves: Sisters of the Thorn, Ceithin-Har
- Light infantry-sized units — large, mass 7,000e.g. Exalted Plaguebearers of Nurgle, Zombies, Zombie Pirate Deckhand Mob · Wood Elves: Bladesingers, Wildwood Rangers
Vulnerable to
- Bonus vs large — large (cavalry-sized or bigger)e.g. Bone Giant, Feral Troglodon, Warp Lightning Cannons · Wood Elves: Zoats, Wardancers (Asrai Spears)
- Armour-piercing — armour 110e.g. Warp-Doom Magma-Cannon, Luminark of Hysh, Little Grom · Wood Elves: Malevolent Treeman, Treeman
- Magical attacks — physical resistance +20%e.g. Stormfiends (Warpfire Projectors), Warpfire Throwers, Death Globe Bombardiers · Wood Elves: Deepwood Scouts (Swiftshiver Shards), Glade Guard (Hagbane Tips)
- Flaming attacks — fire weakness −25%e.g. Chameleon Stalkers, Blessed Chameleon Stalkers, Stormfiends (Warpfire Projectors) · Wood Elves: Glade Guard (Starfire Shafts)
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
Malevolent Ancient Treeman (Shadows) skill tree
53 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 Malevolent Ancient Treeman (Shadows)'s skills
- The Skewering BranchThe Skewering BranchUnlocks at rank 5
- Armour-piercing weapon damage: +3 for Dryads units (Lord's army)
- Armour-piercing weapon damage: +10 for Tree Kin units (Lord's army)
- Skin of the WoodsSkin of the WoodsUnlocks at rank 8
- Ward save: +20% for Tree Kin units (Lord's army)
- Dark HeartDark HeartUnlocks at rank 1 · 2 levelsLevel 1
- Armour-piercing weapon damage: +3 for Cave Bats, Feral Manticore, Giant Spiders, Great Hawks, Giant Wolves and Feral Bears units (Lord's army)
- Charge bonus: +6 for Cave Bats, Feral Manticore, Giant Spiders, Great Hawks, Giant Wolves and Feral Bears units (Lord's army)
- Speed: +5% for Cave Bats, Feral Manticore, Giant Spiders, Great Hawks, Giant Wolves and Feral Bears units (Lord's army)
- Armour-piercing weapon damage: +6 for Cave Bats, Feral Manticore, Giant Spiders, Great Hawks, Giant Wolves and Feral Bears units (Lord's army)
- Charge bonus: +12 for Cave Bats, Feral Manticore, Giant Spiders, Great Hawks, Giant Wolves and Feral Bears units (Lord's army)
- Speed: +10% for Cave Bats, Feral Manticore, Giant Spiders, Great Hawks, Giant Wolves and Feral Bears units (Lord's army)
- Insidious GlamourInsidious GlamourUnlocks at rank 14
- Replaces the "Glamoured" passive ability with "Insidious Glamour" for all Elf units (Lord's army)
- Upkeep: -25% for all Elf units (Lord's army)
- 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
- Foe-SeekerFoe-Seeker
- Ability: "Foe-Seeker"
- Endurance of the OakEndurance of the Oak2 levelsLevel 1
- Hit points: +7%
- Hit points: +15%
- Impenetrable BarkImpenetrable Bark2 levelsLevel 1
- Armour: +15
- Armour: +30
- Tempered RigourTempered Rigour2 levelsLevel 1
- Melee attack: +6
- Melee defence: +6
- Melee attack: +12
- Melee defence: +12
- Violent DelightsViolent Delights2 levelsLevel 1
- Weapon strength: +15%
- Weapon strength: +30%
- Deadly OnslaughtDeadly Onslaught
- Ability: "Deadly Onslaught"
- Melkoth's Mystifying MiasmaMelkoth's Mystifying Miasma2 levelsLevel 1
- Overcast spell: "Melkoth's Mystifying Miasma Upgraded"
- Cooldown: -30% to "Melkoth's Mystifying Miasma"
- Miscast base chance: -15% for "Melkoth's Mystifying Miasma Upgraded"
- Overcast spell: "Melkoth's Mystifying Miasma Upgraded"
- Winds of Magic cost: -1 for "Melkoth's Mystifying Miasma"
- Winds of Magic cost: -2 for "Melkoth's Mystifying Miasma Upgraded"
- Cooldown: -50% to "Melkoth's Mystifying Miasma"
- Smoke & MirrorsSmoke & Mirrors
- Passive ability: "Smoke & Mirrors"
- The Enfeebling FoeThe Enfeebling Foe2 levelsLevel 1
- Overcast spell: "The Enfeebling Foe Upgraded"
- Cooldown: -30% to "The Enfeebling Foe"
- Miscast base chance: -15% for "The Enfeebling Foe Upgraded"
- Overcast spell: "The Enfeebling Foe Upgraded"
- Winds of Magic cost: -1 for "The Enfeebling Foe"
- Winds of Magic cost: -2 for "The Enfeebling Foe Upgraded"
- Cooldown: -50% to "The Enfeebling Foe"
- The WitheringThe Withering2 levelsLevel 1
- Overcast spell: "The Withering Upgraded"
- Cooldown: -30% to "The Withering"
- Spell: "The Withering"
- Miscast base chance: -15% for "The Withering Upgraded"
- Overcast spell: "The Withering Upgraded"
- Winds of Magic cost: -1 for "The Withering"
- Winds of Magic cost: -2 for "The Withering Upgraded"
- Cooldown: -50% to "The Withering"
- The Penumbral PendulumThe Penumbral Pendulum2 levelsLevel 1
- Overcast spell: "The Penumbral Pendulum Upgraded"
- Cooldown: -30% to "The Penumbral Pendulum"
- Spell: "The Penumbral Pendulum"
- Miscast base chance: -15% for "The Penumbral Pendulum Upgraded"
- Overcast spell: "The Penumbral Pendulum Upgraded"
- Winds of Magic cost: -2 for "The Penumbral Pendulum"
- Winds of Magic cost: -3 for "The Penumbral Pendulum Upgraded"
- Cooldown: -50% to "The Penumbral Pendulum"
- EvasionEvasion
- Passive ability: "Evasion"
- Pit of ShadesPit of Shades2 levelsLevel 1
- Overcast spell: "Pit of Shades Upgraded"
- Cooldown: -30% to "Pit of Shades"
- Spell: "Pit of Shades"
- Miscast base chance: -15% for "Pit of Shades Upgraded"
- Overcast spell: "Pit of Shades Upgraded"
- Winds of Magic cost: -3 for "Pit of Shades"
- Winds of Magic cost: -3 for "Pit of Shades Upgraded"
- Cooldown: -50% to "Pit of Shades"
- Okkam's MindrazorOkkam's Mindrazor2 levelsLevel 1
- Overcast spell: "Okkam's Mindrazor Upgraded"
- Cooldown: -30% to "Okkam's Mindrazor"
- Spell: "Okkam's Mindrazor"
- Miscast base chance: -15% for "Okkam's Mindrazor Upgraded"
- Overcast spell: "Okkam's Mindrazor Upgraded"
- Winds of Magic cost: -2 for "Okkam's Mindrazor"
- Winds of Magic cost: -3 for "Okkam's Mindrazor Upgraded"
- Cooldown: -50% to "Okkam's Mindrazor"
- EarthingEarthing
- Miscast base chance: -15%
- Magical ReservesMagical Reserves
- Winds of Magic power reserve capacity: +5
- Arcane ConduitArcane Conduit
- Passive ability: "Arcane Conduit"
- Call of the WoodsCall of the Woods
- Passive ability: "Call of the Woods"
- Howl of the ForestHowl of the Forest
- Replaces: "Call of the Woods"
- Passive ability: "Howl of the Forest"
- Greater Aspect of the OakGreater Aspect of the OakUnlocks at rank 7
- Armour: +10 for Dryad, Tree Kin and Treeman units (Lord's army)
- Armour: +35
- Greater Aspect of the BirchGreater Aspect of the BirchUnlocks at rank 7
- Enables sundering attacks
- Charge bonus: +15 for Dryads, Tree Kin and Treemen units (Lord's army)
- Greater Aspect of the WillowGreater Aspect of the WillowUnlocks at rank 7
- Missile resistance: 10% for Dryad, Tree Kin and Treeman units (Lord's army)
- Physical resistance: 15%
- Inspiring PresenceInspiring Presence
- Unit experience gain per turn: +75 (Lord's army)
- Character's aura leadership effect: +5
- Piercing ThornsPiercing Thorns3 levelsLevel 1
- Melee attack: +4 for Eternal Guard and Dryads units (Lord's army)
- Melee attack: +4 for Eternal Guard and Dryads units (Lord's army)
- Weapon strength: +6% for Eternal Guard and Dryads units (Lord's army)
- Melee attack: +6 for Eternal Guard and Dryads units (Lord's army)
- Weapon strength: +12% for Eternal Guard and Dryads units (Lord's army)
- Bolts of the ForestBolts of the Forest3 levelsLevel 1
- Missile strength: +4% for Glade Guard, Deepwood Scouts, and Waywatchers units (Lord's army)
- Missile strength: +6% for Glade Guard, Deepwood Scouts, and Waywatchers units (Lord's army)
- Reload time reduction: +4% for Glade Guard, Deepwood Scouts, and Waywatchers units (Lord's army)
- Missile strength: +8% for Glade Guard, Deepwood Scouts, and Waywatchers units (Lord's army)
- Reload time reduction: +8% for Glade Guard, Deepwood Scouts, and Waywatchers units (Lord's army)
- Striking BranchesStriking Branches3 levelsLevel 1
- Speed: +6% for Glade Riders, Wild Riders, Great Stag Knights, Zoats and Sisters of the Thorn units (Lord's army)
- Charge bonus: +6 for Glade Riders, Wild Riders, Great Stag Knights, Zoats and Sisters of the Thorn units (Lord's army)
- Speed: +9% for Glade Riders, Wild Riders, Great Stag Knights, Zoats and Sisters of the Thorn units (Lord's army)
- Charge bonus: +12 for Glade Riders, Wild Riders, Great Stag Knights, Zoats and Sisters of the Thorn units (Lord's army)
- Speed: +12% for Glade Riders, Wild Riders, Great Stag Knights, Zoats and Sisters of the Thorn units (Lord's army)
- Swinging BoughsSwinging Boughs3 levelsLevel 1
- Melee attack: +4 for Wardancers, Bladesingers and Wildwood Rangers units (Lord's army)
- Melee attack: +4 for Wardancers, Bladesingers and Wildwood Rangers units (Lord's army)
- Melee defence: +4 for Wardancers, Bladesingers and Wildwood Rangers units (Lord's army)
- Melee attack: +6 for Wardancers, Bladesingers and Wildwood Rangers units (Lord's army)
- Melee defence: +6 for Wardancers, Bladesingers and Wildwood Rangers units (Lord's army)
- Ancient BarkAncient Bark3 levelsLevel 1
- Armour: +6 for Tree Kin and Treeman units (Lord's army)
- Armour: +9 for Tree Kin and Treeman units (Lord's army)
- Physical resistance: 3% for Tree Kin and Treeman units (Lord's army)
- Armour: +12 for Tree Kin and Treeman units (Lord's army)
- Physical resistance: 6% for Tree Kin and Treeman units (Lord's army)
- Wings of the ForestWings of the Forest3 levelsLevel 1
- Weapon strength: +6% for Hawk Riders, Great Eagle, and Forest Dragon units (Lord's army)
- Charge bonus: +6 for Hawk Riders, Great Eagle, and Forest Dragon units (Lord's army)
- Reload time reduction: +4% for Hawk Riders units (Lord's army)
- Weapon strength: +6% for Hawk Riders, Great Eagle, and Forest Dragon units (Lord's army)
- Charge bonus: +12 for Hawk Riders, Great Eagle, and Forest Dragon units (Lord's army)
- Reload time reduction: +8% for Hawk Riders units (Lord's army)
- Weapon strength: +9% for Hawk Riders, Great Eagle, and Forest Dragon units (Lord's army)
- Rally!Rally!
- Ability: "Rally!"
- Shield of the ForestShield of the Forest
- Armour: +12 for Eternal Guard, Dryads, Wardancers, Bladesingers and Wildwood Rangers units (Rank 7 and above) (Lord's army)
- Melee defence: +5 for Eternal Guard, Dryads, Wardancers, Bladesingers and Wildwood Rangers units (Rank 7 and above) (Lord's army)
- Physical resistance: 10% for Eternal Guard, Dryads, Wardancers, Bladesingers and Wildwood Rangers units (Rank 7 and above) (Lord's army)
- Nature's QuiverNature's Quiver
- Ammunition: +20% for Glade Guard, Deepwood Scouts, and Waywatchers units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Glade Guard, Deepwood Scouts, and Waywatchers units (Rank 7 and above) (Lord's army)
- Range: +10% for Glade Guard, Deepwood Scouts, and Waywatchers units (Rank 7 and above) (Lord's army)
- Swift & SturdySwift & Sturdy
- Charge bonus: +12 for Glade Riders, Wild Riders, Great Stag Knights, Zoats, Sisters of the Thorn and Hawk Riders units (Rank 7 and above) (Lord's army)
- Melee defence: +5 Glade Riders, Wild Riders, Great Stag Knights, Zoats, Sisters of the Thorn and Hawk Riders units (Rank 7 and above) (Lord's army)
- Missile strength: +12% for Glade Riders, Sisters of the Thorn and Hawk Riders units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% Glade Riders, Wild Riders, Great Stag Knights, Zoats, Sisters of the Thorn and Hawk Riders units (Rank 7 and above) (Lord's army)
- The Forest's RoarThe Forest's Roar
- Melee attack: +5 for Tree Kin, Treeman, Great Eagle, and Forest Dragon units (Rank 7 and above) (Lord's army)
- Melee defence: +5 for Tree Kin, Treeman, Great Eagle, and Forest Dragon units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Tree Kin, Treeman, Great Eagle, and Forest Dragon units (Rank 7 and above) (Lord's army)
- Stand Your Ground!Stand Your Ground!
- Replaces: "Rally!"
- Ability: "Stand Your Ground!"
- Ever-Reaching TendrilsEver-Reaching Tendrils
- Campaign movement range: +5%
- Wonders of the ForestWonders of the Forest3 levelsLevel 1
- Income from post-battle loot: +10%
- Income from raiding: +5% (Lord's army)
- Income from razing settlements: +2%
- Income from post-battle loot: +20%
- Income from raiding: +12% (Lord's army)
- Income from razing settlements: +5%
- Income from post-battle loot: +30%
- Income from raiding: +20% (Lord's army)
- Income from razing settlements: +10%
- Nature's SalveNature's Salve3 levelsLevel 1
- Corruption: -1 (local province)
- Corruption: -2 (local province)
- Corruption: -3 (local province)
- Obscuring CanopyObscuring Canopy3 levelsLevel 1
- Ambush success chance: +5% (Lord's army)
- Missile strength: +5% during ambushes (Lord's army)
- Ambush success chance: +10% (Lord's army)
- Missile strength: +10% during ambushes (Lord's army)
- Ambush success chance: +20% (Lord's army)
- Growth of the ForestGrowth of the Forest3 levelsLevel 1
- Growth: +5 (local province)
- Control: +1 (local province)
- Growth: +12 (local province)
- Control: +1 (local province)
- Growth: +20 (local province)
- Control: +2 (local province)
- Open BranchesOpen Branches
- Recruit rank: +1 for all units
- Global recruitment capacity: +1
- 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
- SwiftfingersSwiftfingers3 levelsLevel 1
- Magic item drop chance from battle: +5%
- Post battle chance of stealing a magic item: +5%
- Magic item drop chance from battle: +10%
- Post battle chance of stealing a magic item: +10%
- Magic item drop chance from battle: +15%
- Post battle chance of stealing a magic item: +15%
- PerennialityPerenniality3 levelsLevel 1
- Casualty replenishment rate: +4% (Lord's army)
- Casualty replenishment rate: +8% (Lord's army)
- Casualty replenishment rate: +15% (Lord's army)
- QuartermasterQuartermaster3 levelsLevel 1
- Upkeep: -3% (Lord's army)
- Upkeep: -6% (Lord's army)
- Upkeep: -10% (Lord's army)
- Home Amongst the BoughsHome Amongst the Boughs
- 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)
Who can field it
- Wood Elves · Talsyn · extended roster
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.
Extended roster: every race above has this unit only through campaign_exclusive rows of units_custom_battle_permissions — CA's note: such units are “filtered out of matchmaking and are generally disabled when unit caps setting is enabled” (“Unable to recruit with unit caps enabled”). So: Custom Battle with Unit caps off, at the multiplayer cost, but not in ranked battles. Race rankings and best-unit lists leave such a unit out for those races.
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.