
Morathi
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.
Morathi is a legendary lord of Dark Elves, leading Cult of Pleasure at the start of a campaign: 3,688 HP, armour 15, melee attack 55, melee defence 40, weapon strength 340. It costs 1,200 in the campaign and 900 in multiplayer. Beating this lord in battle can earn the defeat trait Hagbutcher. Unit key wh2_main_def_cha_morathi_0. Patch 9.0.4, from the game's data tables.
Health
3,688
Armour
15
Leadership
85
Speed
43
Melee attack
55
Melee defence
40
Weapon strength
100 base + 240 armour-piercing, +15 vs large
340
Charge bonus
55
Attributes
- 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.
Abilities
- Greater Arcane ConduitAugment of the Winds · +15% Spell MasterypassiveGreater Arcane ConduitAugment of the Winds+15% Spell MasteryPassiveA strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits – funnelling the magical tempests to their cause.
- 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.
- Enchanting BeautyHex (Area) · -10% Charge Bonus, -5 Melee AttackpassiveEnchanting BeautyHex (Area)-10% Charge Bonus-5 Melee AttackPassive · Range 55 mMorathi's strange, magical allure enchants opponents, making them question their loyalties and allegiances.
- 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.
- Deadly OnslaughtAugment · +60% Charge Bonus, +25% Armour-Piercing Weapon Damage…activeDeadly OnslaughtAugment+60% Charge Bonus+25% Armour-Piercing Weapon Damage+25% Base Weapon DamageCooldown 90 s · Duration 31 sSuch is the power and ferocity of the champion, that those who stand in his way will falter against the warrior's impact.
Lore of magic
Counters
Good against
- Large units — bonus vs large 15e.g. Rogue Idol, Dread Saurian, Khemric Titan · Dark Elves: Kharibdyss, War Hydra
- Heavily armoured units — 240 of 340 weapon strength armour-piercinge.g. Steam Tank, Blessed Bastiladon (Solar Engine), Rotting Leviathan · Dark Elves: Cold One Dread Knights, Cold One Chariots
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Dark Elves: Cold One Chariots, Bloodwrack Shrine
- Missile fire — armour 15, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · Dark Elves: Shades, Black Ark Corsairs (Handbows)
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 Morathi in battle and your lord can earn the trait
Hagbutcher
- Hero action cost: -10% (all Heroes)
- Hero self-defence: +10% chance of wounding aggressors (own Heroes in local province)
Her Dark Magic, Daemonic pacts, and evil ways have counted for naught in the face of superior arms.
Morathi skill tree
62 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.
- SulephetSulephetUnlocks at rank 12
- Mount: Sulephet
- Hekarti's BlessingHekarti's BlessingUnlocks at rank 6
- Winds of Magic power reserve capacity: +5 (all armies factionwide)
- EarthingEarthing
- Miscast base chance: -15%
- Magical ReservesMagical Reserves
- Winds of Magic power reserve capacity: +5
- The First SorceressThe First Sorceress
- Hero capacity: +1 for Sorceresses
- Unlocks Hero recruitment: Sorceress (all provinces)
- Hero recruit rank: +2 for Sorceresses (factionwide)
- Blessed by EvilBlessed by Evil
- Cooldown: -20% to all spells
- Winds of Magic cost: -2 for "Doom & Darkness Upgraded"
- Winds of Magic cost: -1 for "Melkoth's Mystifying Miasma Upgraded"
- Winds of Magic cost: -2 for "Pit of Shades Upgraded"
- Winds of Magic cost: -2 for "Power of Darkness"
- Winds of Magic cost: -2 for "Soulblight Upgraded"
- Winds of Magic cost: -3 for "Soulstealer"
- Miscast base chance: -15%
- A Dark DallianceA Dark DallianceUnlocks at rank 20 · 2 levelsLevel 1
- Melee attack: +6 for Daemonettes of Slaanesh, Exalted Daemonettes of Slaanesh and Devotees of Slaanesh units (Lord's army)
- Speed: +6% for Daemonettes of Slaanesh, Exalted Daemonettes of Slaanesh and Devotees of Slaanesh units (Lord's army)
- Slaanesh corruption: +2 (local province)
- Melee attack: +6 for Daemonettes of Slaanesh, Exalted Daemonettes of Slaanesh and Devotees of Slaanesh units (all armies factionwide)
- Physical resistance: +10% for Daemonettes of Slaanesh, Exalted Daemonettes of Slaanesh and Devotees of Slaanesh units (Lord's army)
- Speed: +12% for Daemonettes of Slaanesh, Exalted Daemonettes of Slaanesh and Devotees of Slaanesh units (all armies factionwide)
- Slaanesh corruption: +4 (local province)
- Ward of KhaineWard of KhaineUnlocks at rank 8
- Missile 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
- InsidiousInsidiousUnlocks at rank 12
- Hero recruit rank: +2 for Khainite Assassins (factionwide)
- Hero action success chance: +5% (all characters)
- Endless SchemingEndless Scheming
- Assassinate action: Additional 5% success chance (all characters)
- Campaign movement range: +5% (all characters factionwide)
- Favourite AssetsFavourite Assets
- Melee attack: +5 for Lords and embedded Heroes (armies in region)
- Melee attack: +10 for Shades and Dark Riders units (armies in region)
- Melee defence: +10 for Shades, Dark Riders, Doomfire Warlock and Scourgerunner Chariot units (armies in region)
- Melee defence: +5 for Lords and embedded Heroes (armies in region)
- Shroud of DespairShroud of Despair
- Slaanesh corruption: +5 (when in own province)
- Enemy leadership: -10 (local region)
- Control: +5 (local province)
- TenaciousTenaciousUnlocks at rank 12
- Casualties captured post-battle: +15% (all armies)
- Income from post-battle loot: +10% (all characters)
- Rituals of BloodRituals of Blood
- Unit experience gain per turn: +25 (Lord's army)
- Casualty replenishment rate: +6% (Lord's army)
- Ward save: +5% (Lord's army)
- Grotesque SacrificesGrotesque Sacrifices
- Slaanesh corruption: +1 (all provinces)
- Diplomatic relations: +10 with Beastmen
- Magic item drop chance from battle: +10% (factionwide)
- Diplomatic relations: +30 with Norsca
- Absolute DevotionAbsolute Devotion
- Upkeep: -30% (Lord's army)
- Attrition: -50% casualties suffered from all attrition (Lord's army)
- Impaling AttackImpaling Attack
- Charge bonus: +15
- Speed: +10%
- Blade MasterBlade Master2 levelsLevel 1
- Melee attack: +6
- Melee attack: +12
- Hard to HitHard to Hit2 levelsLevel 1
- Melee defence: +6
- Melee defence: +12
- Wound-MakerWound-Maker2 levelsLevel 1
- Weapon strength: +10%
- Weapon strength: +20%
- SurvivalistSurvivalist2 levelsLevel 1
- Hit points: +7%
- Hit points: +15%
- Foe-SeekerFoe-Seeker
- Ability: "Foe-Seeker"
- Enchanting BeautyEnchanting Beauty
- Passive ability: "Enchanting Beauty"
- A Thousand & One Dark BlessingsA Thousand & One Dark Blessings2 levelsLevel 1
- Spell resistance: 10%
- Physical resistance: 15%
- Spell resistance: 20%
- Physical resistance: 30%
- Colossal StrikeColossal Strike
- Ability: "Colossal Strike"
- 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"
- Power of DarknessPower of Darkness
- Cooldown: -50% to "Power of Darkness"
- Winds of Magic cost: -1 for "Power of Darkness"
- Doom & DarknessDoom & Darkness2 levelsLevel 1
- Overcast spell: "Doom & Darkness Upgraded"
- Cooldown: -30% to "Doom & Darkness"
- Spell: "Doom & Darkness"
- Miscast base chance: -15% for "Doom & Darkness Upgraded"
- Overcast spell: "Doom & Darkness Upgraded"
- Winds of Magic cost: -1 for "Doom & Darkness"
- Winds of Magic cost: -2 for "Doom & Darkness Upgraded"
- Cooldown: -50% to "Doom & Darkness"
- SoulblightSoulblight2 levelsLevel 1
- Overcast spell: "Soulblight Upgraded"
- Cooldown: -30% to "Soulblight"
- Spell: "Soulblight"
- Miscast base chance: -15% for "Soulblight Upgraded"
- Overcast spell: "Soulblight Upgraded"
- Winds of Magic cost: -2 for "Soulblight"
- Winds of Magic cost: -3 for "Soulblight Upgraded"
- Cooldown: -50% to "Soulblight"
- Life-LeechingLife-Leeching
- Passive ability: "Life Leeching"
- 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"
- Soul StealerSoul Stealer
- Cooldown: -50% to "Soul Stealer"
- Spell: "Soul Stealer"
- Winds of Magic cost: -4 for "Soulstealer"
- Spiteful ConjurationSpiteful Conjuration
- Passive ability: "Spiteful Conjuration"
- Smoke & MirrorsSmoke & Mirrors
- Passive ability: "Smoke & Mirrors"
- Greater Arcane ConduitGreater Arcane Conduit
- Passive ability: "Greater 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 Morathi
2 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 | 3,688 | 1 | 15 | 85 | 43 | 55 | 40 | 340 | 55 | 1,200 | 300 | wh2_main_def_cha_morathi_0 |
| Dark ElvesWizard Lord | 4,576 | 1 | 40 | 85 | 105 | 55 | 40 | 340 | 85 | 1,400 | 350 | wh2_main_def_cha_morathi_1 |
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.