
Savage Orc Great Shaman
Lord· Wizard Lord· 1 model at Ultra size
Comes with Omens of Destruction – Greenskins(Warhammer III)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Savage Orc Great Shaman is Greenskins lord: 4,186 HP, armour 0, melee attack 42, melee defence 25, weapon strength 350. It costs 1,000 in the campaign and 650 in multiplayer. It comes with Omens of Destruction – Greenskins. Unit key wh3_dlc26_grn_cha_savage_orc_great_shaman. Patch 9.0.4, from the game's data tables.
Health
4,186
Armour
0
Leadership
70
Speed
37
Melee attack
42
Melee defence
25
Weapon strength
235 base + 115 armour-piercing
350
Charge bonus
55
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
- Mumbo-Jumbo ChantAugment (Area) · +24 Melee Attack, +25% Armour-Piercing Weapon Damage…activeMumbo-Jumbo ChantAugment (Area)+24 Melee Attack+25% Armour-Piercing Weapon Damage+25% Base Weapon Damage+16 LeadershipCooldown 120 s · Duration 30 s · Range 55 mThe words of this magical chant are different each time, though identically meaningless. It's the conviction that matters, as well as the manic eye-rolling.
- Savage CharmsWard Save (Area) · +10% Physical ResistancepassiveSavage CharmsWard Save (Area)+10% Physical ResistancePassive · Range 35 mHaphazard, though weirdly pleasing to the eye, everyone knows nothing hardens the Greenskins' resolve better than pleasing their aesthetic sensibilities.
- 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.
- 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!
Lore of magic
Counters
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Greenskins: Rogue Idol, Colossal Squig
- Magical attacks — physical resistance +25%e.g. Stormfiends (Warpfire Projectors), Warpfire Throwers, Death Globe Bombardiers
- Missile fire — armour 0, 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
Savage Orc Great Shaman skill tree
50 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 Savage Orc Great Shaman's skills
- War BoarWar BoarUnlocks at rank 6
- Mount: War Boar
- WyvernWyvernUnlocks at rank 15
- Mount: Wyvern
- Tunnel BossTunnel BossUnlocks at rank 5
- Leadership: +6 during subterranean siege battles (Lord's army)
- Leadership: +6 during subterranean intercept battles (Lord's army)
- BellowerBellowerUnlocks at rank 5
- Leadership aura size: +25%
- Dodgy GeezerDodgy GeezerUnlocks at rank 8
- Missile resistance: 10%
- Soldiers of RenownSoldiers of RenownUnlocks at rank 10 · 3 levelsLevel 1
- Regiments of Renown army capacity: +1 (own army)
- Regiments of Renown army capacity: +2 (own army)
- Regiments of Renown army capacity: +3 (own army)
- ImmortalityImmortalityUnlocks at rank 20
- This Lord will be wounded instead of killed in battle
- 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
- Paint da BoyzPaint da BoyzUnlocks at rank 10
- Leadership: +6 for Orc infantry units (Lord's army)
- Physical resistance: 10% for Orc Infantry units (Lord's army)
- Paint da BoarzPaint da BoarzUnlocks at rank 10
- Physical resistance: 10% for Orc Boar units (Lord's army)
- Speed: +10% for Orc Boar units (Lord's army)
- Paint da BeastsPaint da BeastsUnlocks at rank 10
- Physical resistance: 10% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)
- Spell resistance: 15% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)
- One of da BoyzOne of da BoyzUnlocks at rank 12
- Melee attack: +5
- Weapon strength: +10%
- Superstitious SavagesSuperstitious Savages
- Armour-piercing weapon damage: +3 for Savage Orc and Savage Orc Rider units (Lord's army)
- Charge bonus: +5 for Savage Orc and Savage Orc Cavalry units (Lord's army)
- Melee defence: +5 for Savage Orc and Savage Orc Rider units (Lord's army)
- Trance-Addled BuffoonTrance-Addled Buffoon
- Melee defence: +5
- Speed: +10%
- Vigour loss reduction: -25%
- 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
- 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 Bursta2 levelsLevel 1
- 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 Gork
- Winds of Magic cost: -1 for "Fists of Gork"
- Cooldown: -50% to "Fists of Gork"
- Spell: "Fists of Gork"
- 'Eadbutt'Eadbutt2 levelsLevel 1
- 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!
- Winds of Magic cost: -2 for "'Ere We Go"
- Cooldown: -50% to "'Ere We Go"
- Spell: "'Ere We Go"
- Foot of GorkFoot of Gork2 levelsLevel 1
- 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"
- Inspiring PresenceInspiring Presence
- Unit experience gain per turn: +75 (Lord's army)
- Character's aura leadership effect: +5
- Da GobbosDa Gobbos3 levelsLevel 1
- Ammunition: +10% for Goblin and Night Goblin Missile Infantry units (Lord's army)
- Melee defence: +4 for Goblin and Night Goblin Infantry units (Lord's army)
- Ammunition: +15% for Goblin and Night Goblin Missile Infantry units (Lord's army)
- Melee attack: +4 for Goblin and Night Goblin Infantry units (Lord's army)
- Melee defence: +4 for Goblin and Night Goblin Infantry units (Lord's army)
- Missile strength: +6% for Goblin and Night Goblin Missile Infantry units (Lord's army)
- Ammunition: +20% for Goblin and Night Goblin Missile Infantry units (Lord's army)
- Melee attack: +6 for Goblin and Night Goblin Infantry units (Lord's army)
- Melee defence: +6 for Goblin and Night Goblin Infantry units (Lord's army)
- Missile strength: +8% for Goblin and Night Goblin Missile Infantry units (Lord's army)
- RiderzRiderz3 levelsLevel 1
- Speed: +6% for Melee Cavalry, Orc Boar Chariot and Squig Herd units (Lord's army)
- Charge bonus: +6 for Melee Cavalry, Orc Boar Chariot and Squig Herd units (Lord's army)
- Speed: +9% for Melee Cavalry, Orc Boar Chariot and Squig Herd units (Lord's army)
- Charge bonus: +12 for Melee Cavalry, Orc Boar Chariot and Squig Herd units (Lord's army)
- Speed: +12% for Melee Cavalry, Orc Boar Chariot and Squig Herd units (Lord's army)
- Da BoyzDa Boyz3 levelsLevel 1
- Weapon strength: +6% for Orc Infantry units (Lord's army)
- Base missile damage: +4% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
- Melee attack: +4 for Orc Infantry units (Lord's army)
- Reload time reduction: +4% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
- Weapon strength: +9% for Orc Infantry units (Lord's army)
- Base missile damage: +6% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
- Melee attack: +6 for Orc Infantry units (Lord's army)
- Reload time reduction: +8% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
- Weapon strength: +12% for Orc Infantry units (Lord's army)
- Base missile damage: +8% for Orc Arrer Boyz and Savage Orc Arrer Boyz units (Lord's army)
- ‘Ard as Nailz‘Ard as Nailz3 levelsLevel 1
- Missile strength: +4% for Missile Cavalry and Chariot units (Lord's army)
- Armour: +4 for Chariots and Pump Wagon units (Lord's army)
- Missile strength: +6% for Missile Cavalry and Chariot units (Lord's army)
- Range: +5% for Missile Cavalry and Chariot units (Lord's army)
- Armour: +8 for Chariots and Pump Wagon units (Lord's army)
- Missile strength: +8% for Missile Cavalry and Chariot units (Lord's army)
- Range: +10% for Missile Cavalry and Chariot units (Lord's army)
- Armour: +12 for Chariots and Pump Wagon units (Lord's army)
- Da Big LadzDa Big Ladz3 levelsLevel 1
- Weapon strength: +6% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)
- Melee attack: +4 for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)
- Weapon strength: +9% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)
- Melee attack: +6 for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)
- Weapon strength: +12% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Lord's army)
- Deff From AbuvDeff From Abuv3 levelsLevel 1
- Ammunition: +10% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)
- Ammunition: +15% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)
- Missile strength: +6% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)
- Ammunition: +20% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)
- Missile strength: +8% for Goblin Rock Lobber and Doom Diver Catapult units (Lord's army)
- Get Back 'Ere!Get Back 'Ere!
- Ability: "Get Back 'Ere!"
- Sneaky StabberzSneaky Stabberz
- Leadership: +5 for all Goblin, Pump Wagon, Night Goblin and Squig Herd units (Rank 7 and above) (Lord's army)
- Physical resistance: 10% for all Goblin, Pump Wagon, Night Goblin and Squig Herd units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for all Goblin, Pump Wagon, Night Goblin and Squig Herd units (Rank 7 and above) (Lord's army)
- 'Ard Ladz'Ard Ladz
- Armour: +12 for Orc units (Rank 7 and above) (Lord's army)
- Melee defence: +5 for Orc units (Rank 7 and above) (Lord's army)
- Ward save: +8% for Orc units (Rank 7 and above) (Lord's army)
- Biggest ‘n' StrongestBiggest ‘n' Strongest
- Melee defence: +5 for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Trolls, Giant, Rogue Idol, Arachnarok Spider, Feral Hydra and Feral Wyvern units (Rank 7 and above) (Lord's army)
- Savage SmartzSavage Smartz
- Ammunition: +20% for Goblin Rock Lobber and Doom Diver Catapult units (Rank 7 and above) (Lord's army)
- Missile strength: +12% for Goblin Rock Lobber and Doom Diver Catapult units (Rank 7 and above) (Lord's army)
- Reload time reduction: +10% for Goblin Rock Lobber and Doom Diver Catapult units (Rank 7 and above) (Lord's army)
- Smash 'Em FasterSmash 'Em Faster
- Ability: "Smash 'Em Faster"
- Replaces: "Get Back 'Ere!"
- Route MarcherRoute Marcher
- Campaign movement range: +5%
- Deff From BelowDeff From Below3 levelsLevel 1
- Evasion chance when using Tunnelling: +6%
- Evasion chance when using Tunnelling: +16%
- Evasion chance when using Tunnelling: +30%
- RaiderRaider3 levelsLevel 1
- Income from raiding: +10% (Lord's army)
- Income from raiding: +20% (Lord's army)
- Income from raiding: +30% (Lord's army)
- LooterLooter3 levelsLevel 1
- Income from looting settlements: +3% (Lord's army)
- Income from looting settlements: +8% (Lord's army)
- Income from looting settlements: +15% (Lord's army)
- RavagerRavager3 levelsLevel 1
- Income from sacking settlements: +3% (Lord's army)
- Income from sacking settlements: +8% (Lord's army)
- Income from sacking settlements: +15% (Lord's army)
- Iron-HardIron-Hard
- Casualty replenishment rate: +30% for this Lord (Lord's army)
- Wound recovery time: -1 turns
- 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
- Out-CleveringOut-Clevering3 levelsLevel 1
- Ambush success chance: +6% (Lord's army)
- Ambush success chance: +16% (Lord's army)
- Ambush success chance: +30% (Lord's army)
- Mob BossMob Boss3 levelsLevel 1
- Upkeep: -3% (Lord's army)
- Upkeep: -6% (Lord's army)
- Upkeep: -9% (Lord's army)
- Really GreenReally Green3 levelsLevel 1
- Corruption: -1 (local province)
- Corruption: -2 (local province)
- Corruption: -3 (local province)
- 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)
Every version of Savage Orc Great Shaman
3 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 Lord | 4,186 | 1 | 0 | 70 | 37 | 42 | 25 | 350 | 55 | 1,000 | 250 | wh3_dlc26_grn_cha_savage_orc_great_shaman |
| GreenskinsWizard Lord | 4,796 | 1 | 25 | 70 | 70 | 42 | 25 | 350 | 80 | 1,100 | 275 | wh3_dlc26_grn_cha_savage_orc_great_shaman_boar |
| GreenskinsWizard Lord | 6,648 | 1 | 60 | 70 | 110 | 45 | 32 | 450 | 80 | 1,600 | 400 | wh3_dlc26_grn_cha_savage_orc_great_shaman_wyvern |
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.