
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 →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
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
Armour
0
Leadership
70
Speed
65
Melee attack
45
Melee defence
70
Weapon strength
175 base + 300 armour-piercing, +20 vs infantry
475
Charge bonus
32
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 selfpassiveElemental InstabilityDirect DamageCauses damage to selfPassiveThe Winds of Magic ebb and flow with the tide of battle. The more heavily-beset an Elemental is, the more likely the sorcery that binds them will fade away.
- Fade Away!Direct Damage · Causes severe damage to selfpassiveFade Away!Direct DamageCauses severe damage to selfPassiveIts magic binding failed, the corporeal form of this Elemental gradually fades from this reality.
- The Writhing MistAugment (Area) · +30% Missile Block Chance, -24 Melee Defence…activeThe Writhing MistAugment (Area)+30% Missile Block Chance-24 Melee Defence-8 LeadershipCooldown 56 s · Duration 24 s · 1 use · Range 35 m · Wind-up 3 sA salt-scented mist rolls in across the battlefield, corroding the enemy's resolve and shrouding the Asur with ethereal caress.
- Split UpSummon Unit · Entities explode on death, Summons a weaker unit of Oceanids once dropping below 25% healthpassiveSplit UpSummon UnitEntities explode on deathSummons a weaker unit of Oceanids once dropping below 25% healthPassive · Duration 1 s · 1 useA cornered Sea Elemental will often unleash lesser of its kind, discharging them like scalding geysers to mercilessly flay its assailants.
- 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.
Counters
Good against
- Infantry-sized units — bonus vs infantry 20e.g. Exalted Plaguebearers of Nurgle, Zombies, Blessed Temple Guard · High Elves: Athel Tamarha Faithbearers, Phoenix Guard
- Heavily armoured units — 300 of 475 weapon strength armour-piercinge.g. Steam Tank, Blessed Bastiladon (Solar Engine), Rotting Leviathan · High Elves: Dragon Princes, Phoenix Guard
- Light infantry-sized units — large, mass 6,000e.g. Exalted Plaguebearers of Nurgle, Zombies, Zombie Pirate Deckhand Mob · High Elves: Athel Tamarha Faithbearers, Phoenix Guard
Vulnerable to
- Bonus vs large — large (cavalry-sized or bigger)e.g. Bone Giant, Feral Troglodon, Warp Lightning Cannons · High Elves: Eagle Claw Bolt Throwers, Merwyrm
- Magical attacks — physical resistance +30%e.g. Stormfiends (Warpfire Projectors), Warpfire Throwers, Death Globe Bombardiers · High Elves: Sisters of Avelorn, Tiranoc Chariots
- Missile fire — armour 0, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Chameleon Stalkers · High Elves: Sisters of Avelorn, Shadow Warriors
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
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.