
Skink Oracle
Hero· Wizard· 1 model at Ultra size
Comes with The Silence & The Fury(Warhammer II)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Skink Oracle is Lizardmen hero: 7,528 HP, armour 95, melee attack 39, melee defence 46, weapon strength 450, range 120 m, missile damage 800 per 10 s for the whole unit. It costs 2,150 in the campaign and 1,800 in multiplayer. It comes with The Silence & The Fury. Unit key wh2_dlc17_lzd_cha_skink_oracle_troglodon_0. Patch 9.0.4, from the game's data tables.
Health
7,528
Armour
95
Leadership
65
Speed
75
Melee attack
39
Melee defence
46
Weapon strength
120 base + 330 armour-piercing
450
Charge bonus
50
Ranged
Range
120 m
Ammunition
20
Missile damage
100 base + 320 AP, explosion 140 + 80 AP
640
Reload time
8 s
Damage per 10 s
800
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.
- 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.
Abilities
- Focus InstinctsAugment (Area)activeFocus InstinctsAugment (Area)Cooldown 90 s · Duration 40 s · Range 35 mBy which the mind is concentrated on the task at hand, allowing it to be carried out effectively whilst keeping passion and abandon firmly in check.
- Primal InstinctsAugment · +15% Charge Bonus, +5 Melee Attack…passivePrimal InstinctsAugment+15% Charge Bonus+5 Melee Attack+5% Physical ResistancePassiveWhen under pressure, the primal instincts of these natural predators take over, improving their potential in combat.
- Predatory FighterHex · +25% Speed, +5 Melee AttackpassivePredatory FighterHex+25% Speed+5 Melee AttackPassive · Cooldown 60 s · Duration 10 sFerocious predator-warriors are so single-minded in their duties and their heightened senses drive them to pursue their quarry.
- 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.
- Foe-SeekerAugment · +25% Charge Speed, +25% SpeedactiveFoe-SeekerAugment+25% Charge Speed+25% SpeedCooldown 60 s · Duration 25 sThere are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
Lore of magic
Counters
Good against
- Large units — bonus vs large 150e.g. Rogue Idol, Khemric Titan, Curs'd Ettin · Lizardmen: Dread Saurian, Feral Dread Saurian
- Heavily armoured units — 330 of 450 weapon strength armour-piercinge.g. Steam Tank, Rotting Leviathan, Rogue Idol · Lizardmen: Blessed Bastiladon (Solar Engine), Blessed Sacred Kroxigor
- Lightly armoured units without shields — 800 missile damage per 10 s (whole unit)e.g. Curs'd Ettin, Exalted Plaguebearers of Nurgle, Zombies · Lizardmen: Red Crested Skinks, Blessed Skink Skirmishers
- Light infantry-sized units — large, mass 4,100e.g. Exalted Plaguebearers of Nurgle, Zombies, Zombie Pirate Deckhand Mob · Lizardmen: Blessed Saurus Spears (Shields), Blessed Saurus Warriors (Shields)
Vulnerable to
- Bonus vs large — large (cavalry-sized or bigger)e.g. Bone Giant, Warp Lightning Cannons, Bolt Throwers · Lizardmen: Feral Troglodon, Blessed Stegadon
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
Skink Oracle skill tree
45 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.
- Telepathic ConnectionTelepathic ConnectionUnlocks at rank 12
- Bound spell: "Comet of Casandora"
- Guerrilla FighterGuerrilla FighterUnlocks at rank 7
- Attribute: Vanguard Deployment
- Speed: +10%
- Natural CamouflageNatural CamouflageUnlocks at rank 15
- Attribute: Stalk
- Speed: +10%
- Agility of the LizardAgility of the LizardUnlocks at rank 8
- Missile resistance: 10%
- Protection of the Old OnesProtection of the Old OnesUnlocks at rank 8
- Spell 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
- Adroit SpecimenAdroit SpecimenUnlocks at rank 10
- Campaign movement range: +25%
- Wound recovery time: -1 turns
- Masterful ScryerMasterful ScryerUnlocks at rank 12
- Campaign line of sight: +10%
- Ambush defence chance: +10% (Hero's army)
- Warding PatternsWarding PatternsUnlocks at rank 15
- Barrier hit points: +200
- Missile block chance: +10%
- Inspiring ConundrumInspiring ConundrumUnlocks at rank 18
- Winds of Magic cost: -10% for all spells
- Enemy Winds of Magic power reserve capacity: -5 (local region)
- Minor Blessing of ChotecMinor Blessing of Chotec
- Enables flaming attacks
- Hit points: +5%
- Minor Blessing of QuetzlMinor Blessing of Quetzl
- Upkeep: -5% for Saurus Infantry and Temple Guard units (own army)
- Armour: +5
- Minor Blessing of TepokMinor Blessing of Tepok
- Upkeep: -5% for Flying units (own army)
- Spell resistance: 5% (own army)
- Minor Blessing of HuanchiMinor Blessing of Huanchi
- Diplomatic relations: -2 with Dark Elves
- Double experience gain when fighting against Dark Elves (Hero's army)
- Ambush defence chance: +5% (own army)
- Minor Blessing of TlazcotlMinor Blessing of Tlazcotl
- Wound recovery time: -1 turns
- Control: +1 (local province)
- Minor Blessing of ItzlMinor Blessing of Itzl
- Upkeep: -5% for Ancient Salamander, Stegadon, Bastiladon, Coatl, Dread Saurian, Feral Troglodon and Carnosaur units (own army)
- Divinatory AuthorityDivinatory AuthorityUnlocks at rank 1
- Cooldown: -50% to "Focus Instincts"
- AuguryAugury3 levelsLevel 1
- Character's aura leadership effect: +2
- Character's aura leadership effect: +5
- Character's aura leadership effect: +9
- Venomous SpitVenomous SpitUnlocks at rank 1 · 3 levelsLevel 1
- Missile strength: +4%
- Range: +4%
- Missile strength: +9%
- Range: +9%
- Missile strength: +15%
- Range: +15%
- Wild-EyedWild-Eyed3 levelsLevel 1
- Melee attack: +3
- Melee attack: +6
- Melee attack: +9
- Thick-SkinnedThick-Skinned3 levelsLevel 1
- Armour: +3
- Armour: +8
- Armour: +15
- Primeval RoarPrimeval RoarUnlocks at rank 1
- Ability: "Primeval Roar"
- SoothsayingSoothsaying3 levelsLevel 1
- Leadership aura size: +10%
- Leadership aura size: +20%
- Leadership aura size: +40%
- FervourFervour3 levelsLevel 1
- Weapon strength: +5%
- Weapon strength: +12%
- Weapon strength: +20%
- Fleet-FootedFleet-Footed3 levelsLevel 1
- Speed: +3%
- Speed: +8%
- Speed: +15%
- OpportunistOpportunist3 levelsLevel 1
- Charge bonus: +4
- Charge bonus: +9
- Charge bonus: +15
- Swiftness of ItzlSwiftness of Itzl
- Ability: "Swiftness of Itzl"
- FireballFireball2 levelsLevel 1
- Overcast spell: "Fireball Upgraded"
- Cooldown: -30% to "Fireball"
- Miscast base chance: -15% for "Fireball Upgraded"
- Overcast spell: "Fireball Upgraded"
- Winds of Magic cost: -1 for "Fireball"
- Winds of Magic cost: -2 for "Fireball Upgraded"
- Cooldown: -50% to "Fireball"
- Wyssan's WildformWyssan's Wildform3 levelsLevel 1
- Spell: "Wyssan's Wildform"
- Overcast spell: "Wyssan's Wildform Upgraded"
- Cooldown: -30% to "Wyssan's Wildform"
- Miscast base chance: -15% for "Wyssan's Wildform Upgraded"
- Overcast spell: "Wyssan's Wildform Upgraded"
- Winds of Magic cost: -1 for "Wyssan's Wildform"
- Winds of Magic cost: -1 for "Wyssan's Wildform Upgraded"
- Cooldown: -50% to "Wyssan's Wildform"
- Earth BloodEarth Blood3 levelsLevel 1
- Spell: "Earth Blood"
- Overcast spell: "Earth Blood Upgraded"
- Cooldown: -30% to "Earth Blood"
- Miscast base chance: -15% for "Earth Blood Upgraded"
- Overcast spell: "Earth Blood Upgraded"
- Winds of Magic cost: -2 for "Earth Blood"
- Winds of Magic cost: -3 for "Earth Blood Upgraded"
- Cooldown: -50% to "Earth Blood"
- Harmonic ConvergenceHarmonic Convergence3 levelsLevel 1
- Spell: "Harmonic Convergence"
- Overcast spell: "Harmonic Convergence Upgraded"
- Cooldown: -30% to "Harmonic Convergence"
- Miscast base chance: -15% for "Harmonic Convergence Upgraded"
- Overcast spell: "Harmonic Convergence Upgraded"
- Winds of Magic cost: -1 for "Harmonic Convergence"
- Winds of Magic cost: -2 for "Harmonic Convergence Upgraded"
- Cooldown: -50% to "Harmonic Convergence"
- Flock of DoomFlock of Doom3 levelsLevel 1
- Spell: "Flock of Doom"
- Overcast spell: "Flock of Doom Upgraded"
- Cooldown: -30% to "Flock of Doom"
- Miscast base chance: -15% for "Flock of Doom Upgraded"
- Overcast spell: "Flock of Doom Upgraded"
- Winds of Magic cost: -1 for "Flock of Doom"
- Winds of Magic cost: -2 for "Flock of Doom Upgraded"
- Cooldown: -50% to "Flock of Doom"
- Wind BlastWind Blast3 levelsLevel 1
- Spell: "Wind Blast"
- Overcast spell: "Wind Blast Upgraded"
- Cooldown: -30% to "Wind Blast"
- Miscast base chance: -15% for "Wind Blast Upgraded"
- Overcast spell: "Wind Blast Upgraded"
- Winds of Magic cost: -1 for "Wind Blast"
- Winds of Magic cost: -2 for "Wind Blast Upgraded"
- Cooldown: -50% to "Wind Blast"
- EvasionEvasion
- Passive ability: "Evasion"
- Life BloomLife Bloom
- Passive ability: "Life Bloom"
- Wild HeartWild Heart
- Passive ability: "Wild Heart"
- EarthingEarthing
- Miscast base chance: -15%
- Magical ReservesMagical Reserves
- Winds of Magic power reserve capacity: +5
- Increase MobilityIncrease Mobility3 levelsLevel 1
- Increase Mobility action: Movement range is increased by an additional 5%
- Increase Mobility action: Movement range is increased by an additional 10%
- Increase Mobility action: Movement range is increased by an additional 15%
- Stimulate GrowthStimulate Growth3 levelsLevel 1
- Stimulate Growth action: Growth is modified by an additional 10
- Stimulate Growth action: Growth is modified by an additional 20
- Stimulate Growth action: Growth is modified by an additional 30
- Assault UnitsAssault Units3 levelsLevel 1
- Assault Units action: Additional 3% casualties inflicted
- Assault Units action: Additional 8% casualties inflicted
- Assault Units action: Additional 15% casualties inflicted
- 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
- Assault GarrisonAssault Garrison3 levelsLevel 1
- Assault Garrison action: Additional 5% casualties inflicted
- Assault Garrison action: Additional 15% casualties inflicted
- Assault Garrison action: Additional 30% casualties inflicted
- 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%
Who can field it
- Lizardmen · Hexoatl
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.