
Nakai the Wanderer
Lord· Lord· 1 model at Ultra size
Comes with The Hunter & The Beast(Warhammer II)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Nakai the Wanderer is a legendary lord of Lizardmen, leading Spirit of the Jungle at the start of a campaign: 7,368 HP, armour 120, melee attack 60, melee defence 40, weapon strength 520. It costs 1,550 in the campaign and in multiplayer. It comes with The Hunter & The Beast. Beating this lord in battle can earn the defeat trait Wanderer No More. Unit key wh2_dlc13_lzd_cha_nakai_0. Patch 9.0.4, from the game's data tables.
Health
7,368
Armour
120
Leadership
80
Speed
50
Melee attack
60
Melee defence
40
Weapon strength
140 base + 380 armour-piercing
520
Charge bonus
32
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.
- Woodsman
This unit can pass through trees.
- Wallbreaker
Allows the unit to attack and destroy walls in melee. This attribute also adds a +50% damage multiplier against buildings.
Abilities
- Miasma of DespairHex (Area) · -25% Speed, -8 LeadershipactiveMiasma of DespairHex (Area)-25% Speed-8 LeadershipCooldown 90 s · Duration 16 s · Range 35 mBeing able to slow the foe, drain it of energy and the will to fight on, is a mighty power to wield.
- Primal RoarAugment (Area) · +40 Melee Attack, +20% Physical ResistanceactivePrimal RoarAugment (Area)+40 Melee Attack+20% Physical ResistanceCooldown 120 s · Duration 25 s · Range 35 mThe rallying cry of the ancient, endless, deathless, and vicious.
- Cold-BloodedAugment · +16 LeadershipactiveCold-BloodedAugment+16 LeadershipCooldown 60 s · Duration 40 sWhile Lizardmen may be slow to react due to their cold-blooded nature, this also makes them stoic in battle.
- Primal InstinctsAugment · +15% Charge Bonus, +5 Melee Attack…passivePrimal InstinctsAugment+15% Charge Bonus+5 Melee Attack+5% Physical ResistancePassiveWhen under pressure, the primal instincts of these natural predators take over, improving their potential in combat.
- Predatory FighterHex · +25% Speed, +5 Melee AttackpassivePredatory FighterHex+25% Speed+5 Melee AttackPassive · Cooldown 60 s · Duration 10 sFerocious predator-warriors are so single-minded in their duties and their heightened senses drive them to pursue their quarry.
- Spawn-KinAugment · +10% Armour-Piercing Weapon Damage, +10% Base Weapon DamagepassiveSpawn-KinAugment+10% Armour-Piercing Weapon Damage+10% Base Weapon DamagePassiveSkinks tend to swarm around Kroxigor, encouraged by their awesome power. Kroxigor are likewise attracted to masses of Skinks, whose energetic movement and high-pitched sounds fuel their own battle-rage.
- 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.
Counters
Good against
- Heavily armoured units — 380 of 520 weapon strength armour-piercinge.g. Steam Tank, Rotting Leviathan, Rogue Idol · Lizardmen: Blessed Bastiladon (Solar Engine), Blessed Sacred Kroxigor
- Light infantry-sized units — large, mass 4,000e.g. Exalted Plaguebearers of Nurgle, Zombies, Zombie Pirate Deckhand Mob · Lizardmen: Blessed Saurus Spears (Shields), Blessed Saurus Warriors (Shields)
Vulnerable to
- Bonus vs large — large (cavalry-sized or bigger)e.g. Bone Giant, Warp Lightning Cannons, Bolt Throwers · Lizardmen: Feral Troglodon, Blessed Stegadon
- Armour-piercing — armour 120e.g. Warp-Doom Magma-Cannon, Luminark of Hysh, Little Grom · Lizardmen: Dread Saurian, Feral Dread Saurian
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 Nakai the Wanderer in battle and your lord can earn the trait
Wanderer No More
- Melee defence: +10
- Bonus vs Large: +10
All journeys must eventually come to an end. This one has been cut short long before reaching its destination, however.
Patch changes
- New: Spawn-Kin
Nakai the Wanderer skill tree
47 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 Nakai the Wanderer's skills
- Obedience Brings Victory!Obedience Brings Victory!Unlocks at rank 4
- Character's aura leadership effect: +5
- Leadership aura size: +50%
- Reptilian ResilienceReptilian ResilienceUnlocks at rank 8
- Hit points: +10%
- Agility of the LizardAgility of the LizardUnlocks at rank 8
- Missile resistance: 10%
- Protection of the Old OnesProtection of the Old OnesUnlocks at rank 8
- Spell 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
- Legendary WarriorLegendary WarriorUnlocks at rank 10
- Character's aura leadership effect: +5
- Leadership aura size: +20%
- Vigour loss reduction: -50%
- Daemon CrusherDaemon CrusherUnlocks at rank 10
- Passive Ability: Daemon Crusher
- Charge bonus: +15
- Weapon strength: +10%
- Cold-Blooded ReflexesCold-Blooded ReflexesUnlocks at rank 10
- Attacks cause "Discouraged" effect, reducing leadership
- Melee attack: +5
- Melee defence: +5
- First SpawningFirst SpawningUnlocks at rank 10
- Passive ability: "Frenzy" for Kroxigor and Sacred Kroxigor units (Lord's army)
- Speed: +10% (Lord's army)
- AdornmentsAdornmentsUnlocks at rank 10
- Casualty replenishment rate: +5% (Lord's army)
- Horde growth: +3 (Lord's army)
- The Sacred WandererThe Sacred WandererUnlocks at rank 10
- Attribute: Unbreakable
- Attribute: Vanguard Deployment (Lord's army)
- Predatory FighterPredatory Fighter
- Charge bonus: +5
- Weapon strength: +10%
- Enforcer of OrderEnforcer of Order2 levelsLevel 1
- Weapon strength: +5% when fighting against Greenskins, Skaven, Dark Elves, Beastmen, Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca
- Weapon strength: +2%
- Weapon strength: +10% when fighting against Greenskins, Skaven, Dark Elves, Beastmen, Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs and Norsca
- Weapon strength: +5%
- Thick-SkinnedThick-Skinned2 levelsLevel 1
- Armour: +7
- Armour: +15
- Blade MasterBlade Master2 levelsLevel 1
- Melee attack: +6
- Melee attack: +12
- Devastating ChargeDevastating Charge2 levelsLevel 1
- Charge bonus: +15
- Charge bonus: +30
- Miasma of DespairMiasma of Despair
- Ability: "Miasma of Despair"
- Wound-MakerWound-Maker2 levelsLevel 1
- Weapon strength: +10%
- Weapon strength: +20%
- Scarred VeteranScarred Veteran2 levelsLevel 1
- Hit points: +7%
- Hit points: +15%
- ImpassionedImpassioned2 levelsLevel 1
- Melee defence: +6
- Melee defence: +12
- Expeditious EndeavourExpeditious Endeavour2 levelsLevel 1
- Speed: +7%
- Speed: +15%
- Aura of InertiaAura of Inertia
- Replaces: "Miasma of Despair"
- Ability: "Aura of Inertia"
- Inspiring PresenceInspiring Presence
- Unit experience gain per turn: +75 (Lord's army)
- Character's aura leadership effect: +5
- Proud WarriorProud Warrior3 levelsLevel 1
- Melee attack: +4 for Saurus units (Lord's army)
- Armour: +3 for Saurus units (Lord's army)
- Melee attack: +4 for Saurus units (Lord's army)
- Armour: +6 for Saurus units (Lord's army)
- Melee attack: +6 for Saurus units (Lord's army)
- SkirmisherSkirmisher3 levelsLevel 1
- Missile strength: +6% for Salamander and Razordon Hunting Pack units (Lord's army)
- Weapon strength: +6% for Salamander and Razordon Hunting Pack units (Lord's army)
- Missile strength: +4% for Skink, Chameleon Skink and Chameleon Stalker units (Lord's army)
- Weapon strength: +6% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
- Melee defence: +4 for Salamander and Razordon Hunting Pack units (Lord's army)
- Missile strength: +6% for Salamander and Razordon Hunting Pack units (Lord's army)
- Weapon strength: +9% for Salamander and Razordon Hunting Pack units (Lord's army)
- Melee defence: +4 for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
- Missile strength: +6% for Skink, Chameleon Skink and Chameleon Stalker units (Lord's army)
- Weapon strength: +9% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
- Melee defence: +6 for Salamander and Razordon Hunting Pack units (Lord's army)
- Missile strength: +8% for Salamander and Razordon Hunting Pack units (Lord's army)
- Weapon strength: +12% for Salamander and Razordon Hunting Pack units (Lord's army)
- Melee defence: +6 for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
- Missile strength: +8% for Skink, Chameleon Skink and Chameleon Stalker units (Lord's army)
- Weapon strength: +12% for Skink, Chameleon Skink, Chameleon Stalker and Red Crested Skink units (Lord's army)
- Swift RiderSwift Rider3 levelsLevel 1
- Speed: +5% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)
- Missile strength: +6% for Terradon Riders units (Lord's army)
- Speed: +7% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)
- Weapon strength: +6% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)
- Missile strength: +8% for Terradon Riders units (Lord's army)
- Speed: +10% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)
- Weapon strength: +8% for Terradon Riders, Ripperdactyl Riders, Coatl and Cold One units (Lord's army)
- Sacred GuardianSacred Guardian3 levelsLevel 1
- Melee attack: +4 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)
- Melee attack: +4 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)
- Melee defence: +4 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)
- Melee attack: +6 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)
- Melee defence: +6 for Kroxigor, Sacred Kroxigor and Temple Guard units (Lord's army)
- Hunt LeaderHunt Leader3 levelsLevel 1
- Melee attack: +4 for Feral Carnosaur and Dread Saurian units (Lord's army)
- Melee attack: +6 for Feral Carnosaur and Dread Saurian units (Lord's army)
- Weapon strength: +9% for Feral Carnosaur and Dread Saurian units (Lord's army)
- Melee attack: +8 for Feral Carnosaur and Dread Saurian units (Lord's army)
- Weapon strength: +12% for Feral Carnosaur and Dread Saurian units (Lord's army)
- Beast DriverBeast Driver3 levelsLevel 1
- Missile strength: +4% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
- Weapon strength: +6% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
- Melee defence: +4 for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
- Missile strength: +6% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
- Weapon strength: +9% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
- Melee defence: +6 for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
- Missile strength: +8% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
- Weapon strength: +12% for Stegadon, Feral Troglodon, Ancient Salamander and Bastiladon units (Lord's army)
- Rally!Rally!
- Ability: "Rally!"
- Jungle DominionJungle Dominion
- Armour: +10 for Saurus and Temple Guard units (Rank 7 and above) (Lord's army)
- Spell resistance: 15% for Saurus and Temple Guard units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Saurus and Temple Guard units (Rank 7 and above) (Lord's army)
- Spawn-KinSpawn-Kin
- Leadership: +5 for Skinks, Chameleon Skinks, Red Crested Skinks, Salamander and Razordon Hunting Packs, Kroxigor and Sacred Kroxigor units (Rank 7 and above) (Lord's army)
- Melee defence: +5 for Skinks, Chameleon Skinks, Red Crested Skinks, Salamander and Razordon Hunting Packs, Kroxigor and Sacred Kroxigor units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Skinks, Chameleon Skinks, Red Crested Skinks, Salamander and Razordon Hunting Packs, Kroxigor and Sacred Kroxigor units (Rank 7 and above) (Lord's army)
- Soul BoundSoul Bound
- Melee attack: +5 for Cold One, Terradon Riders, Ripperdactyl Riders, and Coatl units (Rank 7 and above) (Lord's army)
- Melee defence: +5 for Cold One, Terradon Riders, Ripperdactyl Riders, and Coatl units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Cold One, Terradon Riders, Ripperdactyl Riders, and Coatl units (Rank 7 and above) (Lord's army)
- EpicentristEpicentrist
- Armour: +10 for Ancient Salamander, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (Rank 7 and above) (Lord's army)
- Charge bonus: +12 for Ancient Salamander, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (Rank 7 and above) (Lord's army)
- Leadership: +5 for Ancient Salamander, Bastiladon, Stegadon, Feral Carnosaur, Feral Troglodon and Dread Saurian units (Rank 7 and above) (Lord's army)
- Stand Your Ground!Stand Your Ground!
- Replaces: "Rally!"
- Ability: "Stand Your Ground!"
- Route MarcherRoute Marcher
- Campaign movement range: +5%
- Spawned of ItzaSpawned of Itza3 levelsLevel 1
- Horde growth: +1 (Lord's army)
- Horde growth: +3 (Lord's army)
- Horde growth: +5 (Lord's army)
- FerventFervent3 levelsLevel 1
- Corruption: -1 (local province)
- Corruption: -2 (local province)
- Corruption: -3 (local province)
- Bonded ServiceBonded Service3 levelsLevel 1
- Recruitment cost: -5% (Lord's army)
- Recruitment cost: -10% (Lord's army)
- Recruitment cost: -15% (Lord's army)
- Ancient CunningAncient Cunning3 levelsLevel 1
- Ambush success chance: +6% (Lord's army)
- Ambush success chance: +16% (Lord's army)
- Ambush success chance: +30% (Lord's army)
- DraftmasterDraftmaster
- Recruit rank: +1 for all units
- Horde 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
- Geomantic SustenanceGeomantic Sustenance3 levelsLevel 1
- Upkeep: -3% (Lord's army)
- Upkeep: -6% (Lord's army)
- Upkeep: -9% (Lord's army)
- WaryWary3 levelsLevel 1
- Enemy Hero action success chance: -3%
- Ambush defence chance: +8% (Lord's army)
- Enemy Hero action success chance: -8%
- Ambush defence chance: +16% (Lord's army)
- Enemy Hero action success chance: -15%
- Ambush defence chance: +30% (Lord's army)
- Gifts of the JungleGifts of the Jungle3 levelsLevel 1
- Casualty replenishment rate: +2% (Lord's army)
- Casualty replenishment rate: +4% (Lord's army)
- Casualty replenishment rate: +6% (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)
Who can field it
- Lizardmen · Hexoatl
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.