
Night Goblin Shaman
Hero· Wizard· 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.
Night Goblin Shaman is Greenskins hero: 3,386 HP, armour 15, melee attack 24, melee defence 26, weapon strength 280. It costs 1,000 in the campaign and 250 in multiplayer. Unit key wh_main_grn_cha_night_goblin_shaman. Patch 9.0.4, from the game's data tables.
Health
3,386
Armour
15
Leadership
50
Speed
35
Melee attack
24
Melee defence
26
Weapon strength
200 base + 80 armour-piercing
280
Charge bonus
20
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.
- Vanguard Deployment
This unit can deploy outside the deployment zone.
- Stalk
This unit can move hidden in any terrain.
Abilities
- 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.
- Mad Cap MushroomsAugmentactiveMad Cap MushroomsAugmentCooldown 90 s · Duration 50 sNight Goblin Shamans brew a pungent fungus potion that, when drunk, will send the Fanatics into a spinning, whirling cyclone of death!
Lore of magic
Counters
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Greenskins: Rogue Idol, Colossal Squig
- Missile fire — armour 15, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · Greenskins: Night Goblin Archers, Goblin Archers
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
Night Goblin Shaman skill tree
26 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 Night Goblin Shaman's skills
- Dodgy GeezerDodgy GeezerUnlocks at rank 8
- Missile resistance: 10%
- 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
- Extra Sneaky StabberExtra Sneaky StabberUnlocks at rank 10
- Spell intensity: +33% for "Sneaky Stabbin'"
- Attribute: Unspottable
- Spore BathSpore BathUnlocks at rank 10
- Attribute: Immune to Contact Effects
- Spell intensity: +33% for "'Itchy Nuisance"
- Instrument of GorkInstrument of GorkUnlocks at rank 10
- Spell intensity: +33% for "Gork'll Fix It"
- Melee defence: +24
- Mad Cap MushroomsMad Cap MushroomsUnlocks at rank 12
- Ability: "Mad Cap Mushrooms"
- Shrouded StrikeShrouded Strike
- Attribute: Stalk during ambushes (Hero's army)
- Ambush success chance: +5% (Hero's army)
- Subtle Spellcraftin'Subtle Spellcraftin'
- Winds of Magic cost: -10% for Little Waaagh! spells
- Winds of Magic power reserve capacity: +5
- Sneaky Stabbin'Sneaky Stabbin'2 levelsLevel 1
- Cooldown: -30% to "Sneaky Stabbin'"
- Winds of Magic cost: -1 for "Sneaky Stabbin'"
- Cooldown: -50% to "Sneaky Stabbin'"
- Sneaky Stealin'Sneaky Stealin'
- Passive ability: "Sneaky Stealin'"
- Vindictive GlareVindictive Glare3 levelsLevel 1
- Spell: "Vindictive Glare"
- Overcast spell: "Vindictive Glare Upgraded"
- Cooldown: -30% to "Vindictive Glare"
- Miscast base chance: -15% for "Vindictive Glare Upgraded"
- Overcast spell: "Vindictive Glare Upgraded"
- Winds of Magic cost: -1 for "Vindictive Glare"
- Winds of Magic cost: -2 for "Vindictive Glare Upgraded"
- Cooldown: -50% to "Vindictive Glare"
- Itchy NuisanceItchy Nuisance2 levelsLevel 1
- Spell: "Itchy Nuisance"
- Winds of Magic cost: -2 for "Itchy Nuisance"
- Cooldown: -50% to "Itchy Nuisance"
- Spell: "Itchy Nuisance"
- Gork'll Fix ItGork'll Fix It2 levelsLevel 1
- Spell: "Gork'll Fix It"
- Winds of Magic cost: -1 for "Gork'll Fix It"
- Cooldown: -50% to "Gork'll Fix It"
- Spell: "Gork'll Fix It"
- EvasionEvasion
- Passive ability: "Evasion"
- Night ShroudNight Shroud3 levelsLevel 1
- Spell: "Night Shroud"
- Overcast spell: "Night Shroud Upgraded"
- Cooldown: -30% to "Night Shroud"
- Miscast base chance: -15% for "Night Shroud Upgraded"
- Overcast spell: "Night Shroud Upgraded"
- Winds of Magic cost: -2 for "Night Shroud"
- Winds of Magic cost: -3 for "Night Shroud Upgraded"
- Cooldown: -50% to "Night Shroud"
- Curse of da Bad MoonCurse of da Bad Moon3 levelsLevel 1
- Spell: "Curse of Da Bad Moon"
- Overcast spell: "Curse of Da Bad Moon Upgraded"
- Cooldown: -30% to "Curse of Da Bad Moon"
- Miscast base chance: -15% for "Curse of Da Bad Moon Upgraded"
- Overcast spell: "Curse of Da Bad Moon Upgraded"
- Winds of Magic cost: -2 for "Curse of Da Bad Moon"
- Winds of Magic cost: -3 for "Curse of Da Bad Moon Upgraded"
- Cooldown: -50% to "Curse of Da Bad Moon"
- EarthingEarthing
- Miscast base chance: -15%
- Magical ReservesMagical Reserves
- Winds of Magic power reserve capacity: +5
- Arcane ConduitArcane Conduit
- Passive ability: "Arcane Conduit"
- ScoutingScouting3 levelsLevel 1
- Scouting action: Magic item drop chance is increased by an additional 5%
- Scouting action: Magic item drop chance is increased by an additional 10%
- Scouting action: Magic item drop chance is increased by an additional 15%
- 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
- Steal TechnologySteal Technology3 levelsLevel 1
- Steal Technology action: Research rate is increased by an additional 3
- Steal Technology action: Research rate is increased by an additional 6
- Steal Technology action: Research rate is increased by an additional 10
- WoundWound3 levelsLevel 1
- Wound action: Additional 5% chance of wounding target
- Wound action: Additional 12% chance of wounding target
- Wound action: Additional 21% chance of wounding target
- 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
- Greenskins · Grimgor's 'Ardboyz
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.