Health
1,538 per model
6,152
bottom 13% of class
Armour
40
bottom 13% of class
Leadership
55
bottom 3% of class
Speed
82
top 34% of class
Melee attack
40
bottom 22% of class
Melee defence
22
bottom 1% of class
Weapon strength
38 base + 90 armour-piercing, +20 vs infantry
128
bottom 3% of class
Charge bonus
65
top 15% of class
Attributes

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).

Squig
This unit counts as a Squig for ability targeting

Unbreakable
This unit does not suffer any form of leadership loss and will never rout.
Abilities
Feral Rage IHexpassiveFeral Rage IHexPassive · Duration 40 s · 1 useThe smell and taste of blood intensifies the rage of most wild creatures, reverting them to their feral instincts.
Feral Rage IIHexpassiveFeral Rage IIHexPassive · Duration 40 s · 1 useThe smell and taste of blood intensifies the rage of most wild creatures, reverting them to their feral instincts.
Force of Total DestructionExplosion · Entities explode on deathpassiveForce of Total DestructionExplosionEntities explode on deathPassive · Duration 1.1 s · Wind-up 1.5 sEven simple destruction can be harnessed by a greater will. With Mangler Squigs, the metaphor is lost but the harnessing remains, in a terrifyingly literal sense.
Who can field it
- Grimgor's 'Ardboyz
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.