
Mourngul Haunter
Hero· Melee Specialist· 1 model at Ultra size
Comes with Vampire Coast(Warhammer II)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Mourngul Haunter is Vampire Coast, Undead Legions and Vampire Counts hero: 6,568 HP, armour 40, melee attack 48, melee defence 38, weapon strength 420. It costs 1,200 in the campaign and 1,150 in multiplayer. It comes with Vampire Coast. Unit key wh2_dlc11_cst_cha_mourngul_haunter. Patch 9.0.4, from the game's data tables.
Health
6,568
Armour
40
Leadership
60
Speed
54
Melee attack
48
Melee defence
38
Weapon strength
140 base + 280 armour-piercing, +25 vs infantry
420
Charge bonus
40
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.
- 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.
- Stalk
This unit can move hidden in any terrain.
- Strider
Speed and combat penalties caused by terrain are ignored by this unit.
- Undead
Undead units cannot be routed, but take damage when their Leadership is broken. Undead units also have: Fear and Terror Immunity Undead units may also have their hit points restored by special characters such as the Vampire Counts Necromancer.
Abilities
- The HungerRegeneration · Replenishes hit points of combatantspassiveThe HungerRegenerationReplenishes hit points of combatantsPassiveAs the Vampires rip apart their victims they feast on the blood that spills forth – gaining strength and replacing lost stamina.
- 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.
- The Chilling AuraHex · -30% SpeedpassiveThe Chilling AuraHex-30% SpeedPassive · Range 35 mAs if the enemy were caught in a blizzard or wading through treacle, the ice-cold aura slows any unit within range to a near-standstill.
- 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.
- 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.
- CrumblingDirect Damage · Causes damage to selfpassiveCrumblingDirect DamageCauses damage to selfPassiveThe dead do not rest easily in the Old World. Those summoned by Vampires and Necromancers no longer have mortal concerns - they serve only their master's will.
- DisintegratingDirect Damage · Causes severe damage to selfpassiveDisintegratingDirect DamageCauses severe damage to selfPassiveThe Dark Magic binding has failed. Both flesh and Necromantic energy slough off the subjects, leaving naught but dust.
Counters
Good against
- Infantry-sized units — bonus vs infantry 25e.g. Exalted Plaguebearers of Nurgle, Zombies, Blessed Temple Guard · Vampire Coast: Zombie Pirate Deckhand Mob, Sartosa Free Company
- Heavily armoured units — 280 of 420 weapon strength armour-piercinge.g. Steam Tank, Blessed Bastiladon (Solar Engine), Rogue Idol · Vampire Coast: Rotting Leviathan, Rotting Prometheans
- Light infantry-sized units — large, mass 2,500e.g. Exalted Plaguebearers of Nurgle, Zombies, Plaguebearers of Nurgle · Vampire Coast: Zombie Pirate Deckhand Mob, Sartosa Free Company
Vulnerable to
- Bonus vs large — large (cavalry-sized or bigger)e.g. Bone Giant, Feral Troglodon, Warp Lightning Cannons · Vampire Coast: Depth Guard (Polearms), Death Shriek Terrorgheist
- Missile fire — armour 40, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · Vampire Coast: Zombie Pirate Gunnery Mob (Hand Cannons), Sartosa Militia
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
Patch changes
- Custom battle: now in the Undead Legions roster
- Custom battle: now in the Vampire Counts roster
Mourngul Haunter skill tree
30 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 Mourngul Haunter's skills
- Haunter of the DarkHaunter of the DarkUnlocks at rank 5
- Missile resistance: 15%
- TenacityTenacityUnlocks at rank 10
- Hit points: +8%
- 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
- Deathly RimeDeathly RimeUnlocks at rank 12
- Effect range: +33% for "The Chilling Aura"
- Melee attack: +5
- Insatiable HungerInsatiable Hunger
- Battle healing cap: +20%
- Hit points: +10%
- MaterialiseMaterialise
- Assassinate action: Additional 9% success chance
- Bonus vs Infantry: +15
- EvanesceEvanesce
- Attribute: Unspottable
- Physical resistance: 10%
- The Killing ColdThe Killing Cold
- Enables magical attacks
- Weapon strength: +10%
- Beyond AfflictionBeyond Affliction
- Attribute: Immune to Contact Effects
- Attribute: Immune to Contact Effects for Mournguls (Hero's army)
- Monkey JacketMonkey Jacket
- Ward save: +5%
- Ravenous AttackRavenous Attack3 levelsLevel 1
- Melee attack: +3
- Melee attack: +6
- Missile resistance: 2%
- Melee attack: +10
- Missile resistance: 5%
- Master StrikeMaster Strike3 levelsLevel 1
- Weapon strength: +5%
- Weapon strength: +12%
- Weapon strength: +20%
- Scarred VeteranScarred Veteran3 levelsLevel 1
- Hit points: +3%
- Hit points: +8%
- Hit points: +15%
- Hard to HitHard to Hit3 levelsLevel 1
- Melee defence: +3
- Melee defence: +7
- Melee defence: +12
- Foe-SeekerFoe-Seeker
- Ability: "Foe-Seeker"
- Devourer of AllDevourer of All3 levelsLevel 1
- Weapon strength: +5%
- Weapon strength: +12%
- Weapon strength: +20%
- CarnophageCarnophage3 levelsLevel 1
- Melee defence: +3
- Melee defence: +7
- Melee defence: +12
- Devastating ChargeDevastating Charge3 levelsLevel 1
- Charge bonus: +6
- Charge bonus: +16
- Charge bonus: +30
- Wild-EyedWild-Eyed3 levelsLevel 1
- Melee attack: +3
- Melee attack: +6
- Melee attack: +9
- Deadly OnslaughtDeadly Onslaught
- Ability: "Deadly Onslaught"
- Apex HorrorApex HorrorUnlocks at rank 14
- Cooldown: -33% to "Foe-Seeker", "Deadly Onslaught" and "Heroic Killing Blow"
- Ability: "Heroic Killing Blow"
- WraithclawsWraithclawsUnlocks at rank 14
- Weapon strength: +10% for Mournguls units (Hero's army)
- Enables magical attacks for Mournguls units (Hero's army)
- Hoard of the HaunterHoard of the HaunterUnlocks at rank 14
- Scavenge action: Income from post-battle loot is increased by an additional 15%
- Magic item drop chance from battle: +15% (Hero's army)
- Post battle chance of stealing a magic item: +10% (accompanying Lord)
- ScavengeScavenge3 levelsLevel 1
- Scavenge action: Income from post-battle loot is increased by an additional 3%
- Scavenge action: Income from post-battle loot is increased by an additional 8%
- Scavenge action: Income from post-battle loot is increased by an additional 15%
- Spread CorruptionSpread Corruption3 levelsLevel 1
- Spread Corruption action: Vampiric corruption is increased by an additional 1
- Spread Corruption action: Vampiric corruption is increased by an additional 2
- Spread Corruption action: Vampiric corruption is increased by an additional 3
- 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
- AssassinateAssassinate3 levelsLevel 1
- Assassinate action: Additional 3% success chance
- Assassinate action: Additional 8% success chance
- Assassinate action: Additional 15% success chance
- Hinder ReplenishmentHinder Replenishment3 levelsLevel 1
- Hinder Replenishment action: Replenishment is modified by an additional -10%
- Hinder Replenishment action: Replenishment is modified by an additional -20%
- Hinder Replenishment action: Replenishment is modified by an additional -40%
- 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%
Who can field it
- Vampire Coast · The Awakened
- Undead Legions · Host of Nagash
- Vampire Counts · The Drakenhof Conclave
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.