
Orc 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.
Orc Shaman is Greenskins hero: 3,869 HP, armour 30, melee attack 38, melee defence 20, weapon strength 310. It costs 1,000 in the campaign and 300 in multiplayer. Unit key wh_main_grn_cha_orc_shaman_0. Patch 9.0.4, from the game's data tables.
Health
3,869
Armour
30
Leadership
55
Speed
33
Melee attack
38
Melee defence
20
Weapon strength
215 base + 95 armour-piercing
310
Charge bonus
40
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.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
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.
- EvasionAugment · +10% Speed, +5 Melee DefencepassiveEvasionAugment+10% Speed+5 Melee DefencePassiveThose with such skills can evade enemy attacks with ease and break from combat, should they feel that it is tactically important to do so.
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 30, 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
Orc Shaman skill tree
27 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.
- War BoarWar BoarUnlocks at rank 6
- Mount: War Boar
- 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
- One of da BoyzOne of da BoyzUnlocks at rank 12
- Melee attack: +5
- Weapon strength: +10%
- Don't Look 'Em in da EyeDon't Look 'Em in da Eye
- Hero action cost: -10%
- Hero action success chance: +5%
- Da Great GreenDa Great Green
- Winds of Magic cost: -10% for Big Waaagh! spells
- Ability: "Mumbo-Jumbo Chant"
- Winds of Magic power reserve capacity: +5
- Brutal BlowsBrutal BlowsUnlocks at rank 9
- Spell intensity: +33% for "Fists of Gork"
- Armour-piercing weapon damage: +50
- Thick SkullThick SkullUnlocks at rank 9
- Spell intensity: +33% for "'Eadbutt"
- Spell intensity: +33% for "'Eadbutt Upgraded"
- Armour: +20
- Big IdeasBig IdeasUnlocks at rank 9
- Spell intensity: +33% for "Brain Bursta"
- Spell intensity: +33% for "Brain Bursta Upgraded"
- Targeting range: +25% for spells
- Gaze of MorkGaze of Mork2 levelsLevel 1
- Overcast spell: "Gaze of Mork Upgraded"
- Cooldown: -30% to "Gaze of Mork"
- Miscast base chance: -15% for "Gaze of Mork Upgraded"
- Overcast spell: "Gaze of Mork Upgraded"
- Winds of Magic cost: -1 for "Gaze of Mork"
- Winds of Magic cost: -1 for "Gaze of Mork Upgraded"
- Cooldown: -50% to "Gaze of Mork"
- Power of da Waaagh!Power of da Waaagh!
- Passive ability: "Power of da Waaagh!"
- Brain BurstaBrain Bursta3 levelsLevel 1
- Spell: "Brain Bursta"
- Overcast spell: "Brain Bursta Upgraded"
- Cooldown: -30% to "Brain Bursta"
- Miscast base chance: -15% for "Brain Bursta Upgraded"
- Overcast spell: "Brain Bursta Upgraded"
- Winds of Magic cost: -1 for "Brain Bursta"
- Winds of Magic cost: -2 for "Brain Bursta Upgraded"
- Cooldown: -50% to "Brain Bursta"
- Fists of GorkFists of Gork2 levelsLevel 1
- Spell: "Fists of Gork"
- Winds of Magic cost: -1 for "Fists of Gork"
- Cooldown: -50% to "Fists of Gork"
- Spell: "Fists of Gork"
- 'Eadbutt'Eadbutt3 levelsLevel 1
- Spell: "'Eadbutt"
- Overcast spell: "'Eadbutt Upgraded"
- Cooldown: -30% to "'Eadbutt"
- Miscast base chance: -15% for "'Eadbutt Upgraded"
- Overcast spell: "'Eadbutt Upgraded"
- Winds of Magic cost: -2 for "'Eadbutt"
- Winds of Magic cost: -3 for "'Eadbutt Upgraded"
- Cooldown: -50% to "'Eadbutt"
- EvasionEvasion
- Passive ability: "Evasion"
- Ere We Go!Ere We Go!2 levelsLevel 1
- Spell: "'Ere We Go"
- Winds of Magic cost: -2 for "'Ere We Go"
- Cooldown: -50% to "'Ere We Go"
- Spell: "'Ere We Go"
- Foot of GorkFoot of Gork3 levelsLevel 1
- Spell: "Foot of Gork"
- Overcast spell: "Foot of Gork Upgraded"
- Cooldown: -30% to "Foot of Gork"
- Miscast base chance: -15% for "Foot of Gork Upgraded"
- Overcast spell: "Foot of Gork Upgraded"
- Winds of Magic cost: -3 for "Foot of Gork"
- Winds of Magic cost: -4 for "Foot of Gork Upgraded"
- Cooldown: -50% to "Foot of Gork"
- 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%
Every version of Orc Shaman
2 units share this name (mounts, race versions, renown or faction variants). Differences from the first row are highlighted.
| Version | HP | Models | Armour | Lead. | Speed | MA | MD | WS | Charge | Cost | Upkeep | Unit key |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| GreenskinsWizard | 3,869 | 1 | 30 | 55 | 33 | 38 | 20 | 310 | 40 | 1,000 | 250 | wh_main_grn_cha_orc_shaman_0 |
| GreenskinsWizard | 4,420 | 1 | 55 | 55 | 70 | 38 | 20 | 310 | 70 | 1,100 | 275 | wh_main_grn_cha_orc_shaman_1 |
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.