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

Sea Elemental

Monster· Monster· Tier 4· 1 model at Ultra size

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

Duel it in the combat calculator →

Sea Elemental is High Elves monster: 10,400 HP, armour 0, melee attack 45, melee defence 70, weapon strength 475. It costs 1,650 in the campaign and 1,900 in multiplayer. It comes with Tides of Torment – High Elves. Unit key wh3_dlc27_hef_mon_sea_elemental. Patch 9.0.4, from the game's data tables.

Health

10,400

top 30% of class

Armour

0

bottom 1% of class

Leadership

70

bottom 46% of class

Speed

65

bottom 44% of class

Melee attack

45

bottom 37% of class

Melee defence

70

top 1% of class

Weapon strength

175 base + 300 armour-piercing, +20 vs infantry

475

bottom 43% of class

Charge bonus

32

bottom 20% 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.

  • 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.

  • 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.

  • 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
  • The Writhing MistAugment (Area) · +30% Missile Block Chance, -24 Melee Defence…active
  • Split UpSummon Unit · Entities explode on death, Summons a weaker unit of Oceanids once dropping below 25% healthpassive
  • WoundsHex · -10% Speed, -20% Armour-Piercing Weapon Damage…passive

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 78.6% of the game's 99 monsters units in melee. Per 1,000 gold: 26.4 damage per second against Chaos Warriors; it lasts 108.6 s against one unit of them.

Beats, at a similar price: Flamespyre Phoenix (8.07× faster), Necrofex Colossus (6.39× faster), Khemrian Warsphinx (6.21× faster)

Loses to, at a similar price: Curs'd Ettin (2.34× slower), Soul Grinder of Slaanesh (2.21× slower), Treeman (2.06× 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 1,900 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.

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.