
Skink Priest (Heavens)
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.
Skink Priest (Heavens) is Lizardmen hero: 3,256 HP, armour 30, melee attack 22, melee defence 26, weapon strength 280. It costs 600 in the campaign and 250 in multiplayer. Unit key wh2_main_lzd_cha_skink_priest_heavens_0. Patch 9.0.4, from the game's data tables.
Health
3,256
Armour
30
Leadership
55
Speed
46
Melee attack
22
Melee defence
26
Weapon strength
210 base + 70 armour-piercing
280
Charge bonus
10
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
- 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.
- 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.
Lore of magic
Counters
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Lizardmen: Blessed Salamander Hunting Pack, Blessed Terradon Riders
- Missile fire — armour 30, no shielde.g. Ratling Guns, Stormfiends (Ratling Cannons), Stormfiends (Warpfire Projectors) · Lizardmen: Chameleon Stalkers, Blessed Chameleon Stalkers
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 Priest (Heavens) skill tree
36 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 Skink Priest (Heavens)'s skills
- TerradonTerradonUnlocks at rank 14
- Mount: Terradon
- StegadonStegadonUnlocks at rank 22
- Mount: Stegadon
- Ancient StegadonAncient StegadonUnlocks at rank 24
- Mount: Ancient Stegadon
- Ancient Stegadon (Engine of the Gods)Ancient Stegadon (Engine of the Gods)Unlocks at rank 27
- Mount: Ancient Stegadon (Engine of the Gods)
- 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%
- Arcane VassalArcane VassalUnlocks at rank 18
- Bound spell: "Fireball"
- 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
- Sun AlignmentSun AlignmentUnlocks at rank 10
- Winds of Magic cost: -10% for Lore of Heavens spells
- Winds of Magic power reserve capacity: +5
- Slithering AttendantsSlithering AttendantsUnlocks at rank 12
- Enemy Hero action success chance: -10% (enemy characters in region)
- Hero action cost: -25%
- Conduit EyesConduit EyesUnlocks at rank 15
- Chance of Winds of Magic increasing in strength when changing: +10% (local province)
- Miscast base chance: -10%
- Resilient ScalesResilient ScalesUnlocks at rank 18
- Spell resistance: 10%
- Spell resistance: 5% (own army)
- 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)
- Harmonic ConvergenceHarmonic Convergence2 levelsLevel 1
- 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"
- Roiling SkiesRoiling Skies
- Passive ability: "Roiling Skies"
- 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"
- Curse of the Midnight WindCurse of the Midnight Wind3 levelsLevel 1
- Spell: "Curse of the Midnight Wind"
- Overcast spell: "Curse of the Midnight Wind Upgraded"
- Cooldown: -30% to "Curse of the Midnight Wind"
- Miscast base chance: -15% for "Curse of the Midnight Wind Upgraded"
- Overcast spell: "Curse of the Midnight Wind Upgraded"
- Winds of Magic cost: -2 for "Curse of the Midnight Wind"
- Winds of Magic cost: -3 for "Curse of the Midnight Wind Upgraded"
- Cooldown: -50% to "Curse of the Midnight Wind"
- Urannon's ThunderboltUrannon's Thunderbolt3 levelsLevel 1
- Spell: "Urannon's Thunderbolt"
- Overcast spell: "Urannon's Thunderbolt Upgraded"
- Cooldown: -30% to "Urannon's Thunderbolt"
- Miscast base chance: -15% for "Urannon's Thunderbolt Upgraded"
- Overcast spell: "Urannon's Thunderbolt Upgraded"
- Winds of Magic cost: -2 for "Urannon's Thunderbolt"
- Winds of Magic cost: -2 for "Urannon's Thunderbolt Upgraded"
- Cooldown: -50% to "Urannon's Thunderbolt"
- EvasionEvasion
- Passive ability: "Evasion"
- Comet of CasandoraComet of Casandora3 levelsLevel 1
- Spell: "Comet of Casandora"
- Overcast spell: "Comet of Casandora Upgraded"
- Cooldown: -30% to "Comet of Casandora"
- Miscast base chance: -15% for "Comet of Casandora Upgraded"
- Overcast spell: "Comet of Casandora Upgraded"
- Winds of Magic cost: -2 for "Comet of Casandora"
- Winds of Magic cost: -4 for "Comet of Casandora Upgraded"
- Cooldown: -50% to "Comet of Casandora"
- Chain LightningChain Lightning2 levelsLevel 1
- Spell: "Chain Lightning"
- Winds of Magic cost: -3 for "Chain Lightning"
- Cooldown: -50% to "Chain Lightning"
- Spell: "Chain Lightning"
- 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%
- Cleanse CorruptionCleanse Corruption3 levelsLevel 1
- Cleanse Corruption action: Corruption is reduced by an additional 1
- Cleanse Corruption action: Corruption is reduced by an additional 2
- Cleanse Corruption action: Corruption is reduced 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
- Block ArmyBlock Army3 levelsLevel 1
- Block Army action: Movement range is modified by an additional -3%
- Block Army action: Movement range is modified by an additional -8%
- Block Army action: Movement range is modified by an additional -15%
- 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 Skink Priest (Heavens)
5 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| LizardmenWizard | 3,256 | 1 | 30 | 55 | 46 | 22 | 26 | 280 | 10 | 600 | 150 | wh2_main_lzd_cha_skink_priest_heavens_0 |
| LizardmenWizard | 3,692 | 1 | 30 | 55 | 90 | 22 | 26 | 300 | 20 | 800 | 200 | wh2_main_lzd_cha_skink_priest_heavens_1 |
| LizardmenWizard | 9,244 | 1 | 110 | 60 | 50 | 30 | 32 | 420 | 70 | 1,800 | 450 | wh2_main_lzd_cha_skink_priest_heavens_2 |
| LizardmenWizard | 9,896 | 1 | 130 | 70 | 50 | 26 | 32 | 480 | 70 | 2,100 | 525 | wh2_main_lzd_cha_skink_priest_heavens_3 |
| LizardmenWizard | 9,896 | 1 | 130 | 70 | 50 | 26 | 32 | 480 | 70 | 2,100 | 525 | wh2_dlc12_lzd_cha_skink_priest_heavens_4 |
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.