
Mournhowl
Lord· Lord· 1 model at Ultra size
Comes with Thrones of Decay – Nurgle(Warhammer III)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Mournhowl is Nurgle lord: 6,040 HP, armour 70, melee attack 58, melee defence 44, weapon strength 420. It costs 1,100 in multiplayer. It comes with Thrones of Decay – Nurgle. Unit key wh3_dlc25_nur_cha_skin_wolf_werekin_chieftain. Patch 9.0.4, from the game's data tables.
Health
6,040
Armour
70
Leadership
70
Speed
75
Melee attack
58
Melee defence
44
Weapon strength
140 base + 280 armour-piercing, +34 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.
- Strider
Speed and combat penalties caused by terrain are ignored by this unit.
Abilities
- Colossal StrikeAugment · +16 Bonus vs. Large, +25% Armour-Piercing Weapon Damage…activeColossal StrikeAugment+16 Bonus vs. Large+25% Armour-Piercing Weapon Damage+25% Base Weapon DamageCooldown 90 s · Duration 32 sThe bigger they are, the harder they fall.
- Cloud of FliesAugment · +9 Melee DefencepassiveCloud of FliesAugment+9 Melee DefencePassive · Cooldown 15 sThrough His endless pestilent blessings, the Plague Lord's followers thrive and surge forward when others would simply wither and die.
- 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.
- Ruinous FleshAugment (Area) · +23 Armour, +10% Missile ResistancepassiveRuinous FleshAugment (Area)+23 Armour+10% Missile ResistancePassive · Range 35 mWerekin flesh is scored with the symbols and marks of the Dark Gods, granting additional arcane protection to their ravaged physical forms.
- 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!
- RegenerationRegeneration · +20% Weakness to Fire Damage, Replenishes hit points of combatantspassiveRegenerationRegeneration+20% Weakness to Fire DamageReplenishes hit points of combatantsPassiveThere are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
Counters
Good against
- Infantry-sized units — bonus vs infantry 34e.g. Zombies, Blessed Temple Guard, Zombie Pirate Deckhand Mob · Nurgle: Exalted Plaguebearers of Nurgle, Plaguebearers of Nurgle
- Heavily armoured units — 280 of 420 weapon strength armour-piercinge.g. Steam Tank, Blessed Bastiladon (Solar Engine), Rotting Leviathan · Nurgle: Rot Knights
- Light infantry-sized units — large, mass 1,500e.g. Zombies, Zombie Pirate Deckhand Mob, Blessed Saurus Spears (Shields) · Nurgle: Exalted Plaguebearers of Nurgle, Plaguebearers of Nurgle
Vulnerable to
- Bonus vs large — large (cavalry-sized or bigger)e.g. Bone Giant, Feral Troglodon, Warp Lightning Cannons · Nurgle: Plague Ogres (Great Weapons), Rot Knights
- Magical attacks — physical resistance +20%e.g. Stormfiends (Warpfire Projectors), Warpfire Throwers, Death Globe Bombardiers · Nurgle: Great Unclean One, Soul Grinder of Nurgle
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
Mournhowl skill tree
29 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.
- Razor ClawsRazor ClawsUnlocks at rank 12
- Armour-piercing weapon damage: +45
- Hardened SkinHardened SkinUnlocks at rank 15
- Armour: +15
- Melee defence: +5
- Mournful HowlsMournful HowlsUnlocks at rank 15
- Speed: -10% (enemy armies in local province)
- Enemy leadership: -5 (enemy armies in local province)
- Aura of ChaosAura of ChaosUnlocks at rank 9
- Missile resistance: 10%
- Skraelsbane's NemesisSkraelsbane's NemesisUnlocks at rank 10
- Allegiance points gained: +20% for alliances and vassalage with Norsca
- Diplomatic relations: +20 with Norsca
- Man of the TribesMan of the TribesUnlocks at rank 10
- Armour-piercing weapon damage: +3 for Aspiring Champions, Marauders, Marauder Horsemen, Chaos Knights, Chosen, Chaos Warriors and Chaos Chariots units (Hero's army)
- Armour: +10 for Aspiring Champions, Marauders, Marauder Horsemen, Chaos Knights, Chosen, Chaos Warriors and Chaos Chariots units (Hero's army)
- Wolf of the WastesWolf of the WastesUnlocks at rank 10
- Charge bonus: +10 for Centigors, Cygor, Spawn of Nurgle, Forsaken, Fimir Warriors, Chaos Frost Dragon, Dragon Ogre Shaggoth, Mammoth and Skin Wolves units (Hero's army)
- Melee attack: +4 for Centigors, Cygor, Spawn of Nurgle, Forsaken, Fimir Warriors, Chaos Frost Dragon, Dragon Ogre Shaggoth, Mammoth and Skin Wolves units (Hero's army)
- Fuelled by VengeanceFuelled by VengeanceUnlocks at rank 10
- Speed: +5% for all units (Hero's army)
- Vigour loss reduction: -15% (Hero's army)
- Dark HorrorDark Horror
- Melee attack: +5
- Devastating ChargeDevastating Charge3 levelsLevel 1
- Charge bonus: +6
- Charge bonus: +16
- Charge bonus: +30
- Thick-SkinnedThick-Skinned3 levelsLevel 1
- Armour: +3
- Armour: +8
- Armour: +15
- Hard to HitHard to Hit3 levelsLevel 1
- Melee defence: +3
- Melee defence: +7
- Melee defence: +12
- Deadly FangsDeadly Fangs3 levelsLevel 1
- Melee attack: +3
- Melee attack: +7
- Melee attack: +12
- Foe-SeekerFoe-Seeker
- Ability: "Foe-Seeker"
- Wound-MakerWound-Maker3 levelsLevel 1
- Weapon strength: +5%
- Weapon strength: +12%
- Weapon strength: +20%
- Unnatural ThirstUnnatural Thirst3 levelsLevel 1
- Hit points: +6%
- Hit points: +16%
- Hit points: +30%
- IndomitableIndomitable3 levelsLevel 1
- Leadership: +4
- Leadership: +8
- Leadership: +12
- QuicksilverQuicksilver3 levelsLevel 1
- Speed: +5%
- Speed: +10%
- Speed: +15%
- Colossal StrikeColossal Strike
- Ability: "Colossal Strike"
- Twisted FleshTwisted FleshUnlocks at rank 6 · 3 levelsLevel 1
- Passive ability: "Twisted Flesh I"
- Passive ability: "Twisted Flesh II"
- Passive ability: "Twisted Flesh III"
- Ruinous FleshRuinous Flesh
- Passive ability: "Ruinous Flesh"
- Vicious AssaultVicious AssaultUnlocks at rank 6 · 3 levelsLevel 1
- Passive ability: "Vicious Assault I"
- Passive ability: "Vicious Assault II"
- Passive ability: "Vicious Assault III"
- Frenzied AssaultFrenzied Assault
- Passive ability: "Frenzied Assault"
- TrainingTraining3 levelsLevel 1
- Training action: Unit experience gain is increased by an additional 10%
- Training action: Unit experience gain is increased by an additional 20%
- Training action: Unit experience gain is increased by an additional 30%
- Spread ControlSpread Control3 levelsLevel 1
- Spread Control action: Control is modified by an additional 1
- Spread Control action: Control is modified by an additional 2
- Spread Control action: Control is modified by an additional 3
- Assault GarrisonAssault Garrison3 levelsLevel 1
- Assault Garrison action: Additional 5% casualties inflicted
- Assault Garrison action: Additional 15% casualties inflicted
- Assault Garrison action: Additional 30% casualties inflicted
- AssassinateAssassinate3 levelsLevel 1
- Assassinate action: Additional 3% success chance
- Assassinate action: Additional 8% success chance
- Assassinate action: Additional 15% success chance
- Assault UnitsAssault Units3 levelsLevel 1
- Assault Units action: Additional 3% casualties inflicted
- Assault Units action: Additional 8% casualties inflicted
- Assault Units action: Additional 15% casualties inflicted
- 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
- Nurgle · Poxmakers of Nurgle · 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.