Unofficial fan reference · game data patch 9.0.4 (Oct 15, 2026)
Oceanids unit card

Oceanids

Monstrous infantry· Monstrous Infantry· Tier 3· 16 models at Ultra size

Comes with Tides of Torment – High Elves(Warhammer III)

Duel it in the combat calculator →

Oceanids are High Elves monstrous infantry: 9,440 HP across 16 models, armour 0, melee attack 24, melee defence 55, weapon strength 95. It costs 1,100 in the campaign and in multiplayer. They come with Tides of Torment – High Elves. Unit key wh3_dlc27_hef_inf_oceanids. Patch 9.0.4, from the game's data tables.

Health

590 per model

9,440

top 10% of class

Armour

0

bottom 1% of class

Leadership

65

bottom 48% of class

Speed

54

bottom 35% of class

Melee attack

24

bottom 4% of class

Melee defence

55

top 5% of class

Weapon strength

64 base + 31 armour-piercing, +14 vs infantry

95

bottom 35% of class

Charge bonus

16

bottom 7% of class

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.

  • Elemental

    Elementals cannot be routed, but take damage when their Leadership is broken. Elementals also have: Physical Resistance Fear and Terror Immunity

  • Perfect Vigour

    Even when performing the most fatiguing actions, this unit never loses vigour.

  • Hide (forest)

    This unit can hide in forests until enemy units get too close.

  • Immune to Contact Effects

    Entities with this attribute ignore the effects of enemy contact effects such as Poison

  • Strider

    Speed and combat penalties caused by terrain are ignored by this unit.

Abilities

  • Elemental InstabilityDirect Damage · Causes damage to selfpassive
  • Fade Away!Direct Damage · Causes severe damage to selfpassive

Counters

Good against

Vulnerable to

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

Gold for gold

COMPUTEDAt equal gold it beats 75.4% of the game's 70 monstrous infantry units in melee. Per 1,000 gold: 65 damage per second against Chaos Warriors; it lasts 85.1 s against one unit of them.

Beats, at a similar price: Flamers of Tzeentch (22.86× faster), Leadbelchers (9.27× faster), Ushabti (Great Bows) (7.66× faster)

Loses to, at a similar price: Plague Ogres (Great Weapons) (2.79× slower), Fimir Warriors (Great Weapons) (1.95× slower), Maneaters (Great Weapons) (1.90× slower)

Equal gold, every model fighting at its weapon's attack interval, combat calculator formulas; no charge, mass, splash, leadership or abilities. “Similar price”: within 30% of its 1,100 multiplayer gold. High Elf units ranked.

Who can field it

  • High Elves · Lothern

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.

The game also has 2 summoned or scripted copies of this unit that no building or mercenary pool recruits (wh3_dlc27_hef_inf_oceanids_split_up_summoned, wh3_dlc27_hef_inf_oceanids_summoned).

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.