
Teclis
Lord· Wizard Lord· 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.
Teclis is a legendary lord of High Elves, leading Order of Loremasters at the start of a campaign: 3,688 HP, armour 15, melee attack 36, melee defence 28, weapon strength 280. It costs 1,000 in the campaign and 450 in multiplayer. Beating this lord in battle can earn the defeat trait Ruin Unrestrained. Unit key wh2_main_hef_cha_teclis_0. Patch 9.0.4, from the game's data tables.
Health
3,688
Armour
15
Leadership
85
Speed
36
Melee attack
36
Melee defence
28
Weapon strength
168 base + 112 armour-piercing
280
Charge bonus
15
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
- Greater Arcane ConduitAugment of the Winds · +15% Spell MasterypassiveGreater Arcane ConduitAugment of the Winds+15% Spell MasteryPassiveA strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits – funnelling the magical tempests to their cause.
- Potion of CharoiRegeneration · +40% Damage Resistance, Replenishes hit points of combatantsactivePotion of CharoiRegeneration+40% Damage ResistanceReplenishes hit points of combatantsCooldown 60 s · Duration 9 s · 4 usesLike Teclis before them, the deepest blue of night imbues the drinker with the stamina and strength they need to face down the foe.
- Bound Fiery ConvocationWind · Good against armour, Causes major magical & fire damage…activeBound Fiery ConvocationWindGood against armourCauses major magical & fire damageMedium, forward-moving area of effectStrong vs multiple unitsWeak vs a single combatantCooldown 120 s · Duration 10 s · 2 uses · Wind-up 5 sThe caster utters words of power and a phoenix of pure fire manifests to swoop upon the enemy, bathing them in cleansing flame.
- Martial ProwessAugment · +2 Melee Attack, +12 Melee DefencepassiveMartial ProwessAugment+2 Melee Attack+12 Melee DefencePassiveHigh Elves excel as warriors, having trained in martial disciplines for the equivalent of many men's lifetimes.
- 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 · High Elves: Lion Chariots of Chrace, Ithilmar Chariots
- Missile fire — armour 15, 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
Defeat trait
Beat Teclis in battle and your lord can earn the trait
Ruin Unrestrained
- Winds of Magic power reserve capacity: +10 (Lord's army)
With Teclis defeated, who will drive back the forces of Chaos from the world?
Teclis skill tree
54 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.
- Barded Ithilmar SteedBarded Ithilmar SteedUnlocks at rank 11
- Mount: Barded Ithilmar Steed
- Arcane PhoenixArcane PhoenixUnlocks at rank 18
- Mount: Arcane Phoenix
- Potion of CharoiPotion of CharoiUnlocks at rank 8
- Ability: "Potion of Charoi"
- Ward of HoethWard of HoethUnlocks at rank 8
- Spell resistance: 10%
- Greater WardGreater WardUnlocks at rank 8
- Ward save: +10%
- Army of RenownArmy of RenownUnlocks at rank 10 · 3 levelsLevel 1
- Regiments of Renown army capacity: +2 (own army)
- Regiments of Renown army capacity: +4 (own army)
- Regiments of Renown army capacity: +6 (own army)
- 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
- Sublime FocusSublime FocusUnlocks at rank 7
- Winds of Magic power reserve capacity: +5
- Miscast base chance: -30%
- Potential EnergyPotential Energy
- Winds of Magic power reserve capacity: +10
- Speed: +10%
- Magical ReservesMagical Reserves
- Winds of Magic power reserve capacity: +5
- Greater Arcane ConduitGreater Arcane Conduit
- Passive ability: "Greater Arcane Conduit"
- Glamour of HoethGlamour of Hoeth
- Passive ability: "Glamour of Hoeth"
- Melee defence: +10
- Physical resistance: 10%
- Master of the OrderMaster of the Order
- Hero action success chance: +5% for Mages and Loremasters of Hoeth (all characters)
- Ward save: +10% for Loremasters of Hoeth (all characters)
- Ward save: +10% for Mages (all characters)
- Hero action cost: -15% for Loremasters of Hoeth and Mages (all characters)
- Flock of DoomFlock of Doom2 levelsLevel 1
- 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"
- Cascading Fire-CloakCascading Fire-Cloak
- Winds of Magic cost: -1 for "Cascading Fire Cloak"
- Cooldown: -50% to "Cascading Fire Cloak"
- Net of AmyntokNet of Amyntok2 levelsLevel 1
- Overcast spell: "Net of Amyntok Upgraded"
- Cooldown: -30% to "Net of Amyntok"
- Spell: "Net of Amyntok"
- Miscast base chance: -15% for "Net of Amyntok Upgraded"
- Overcast spell: "Net of Amyntok Upgraded"
- Winds of Magic cost: -2 for "Net of Amyntok"
- Winds of Magic cost: -3 for "Net of Amyntok Upgraded"
- Cooldown: -50% to "Net of Amyntok"
- SoulblightSoulblight2 levelsLevel 1
- Overcast spell: "Soulblight Upgraded"
- Cooldown: -30% to "Soulblight"
- Spell: "Soulblight"
- Miscast base chance: -15% for "Soulblight Upgraded"
- Overcast spell: "Soulblight Upgraded"
- Winds of Magic cost: -2 for "Soulblight"
- Winds of Magic cost: -3 for "Soulblight Upgraded"
- Cooldown: -50% to "Soulblight"
- Chain LightningChain Lightning
- Winds of Magic cost: -3 for "Chain Lightning"
- Cooldown: -50% to "Chain Lightning"
- Spell: "Chain Lightning"
- RegrowthRegrowth2 levelsLevel 1
- Overcast spell: "Regrowth Upgraded"
- Cooldown: -30% to "Regrowth"
- Spell: "Regrowth"
- Miscast base chance: -15% for "Regrowth Upgraded"
- Overcast spell: "Regrowth Upgraded"
- Winds of Magic cost: -2 for "Regrowth"
- Winds of Magic cost: -3 for "Regrowth Upgraded"
- Cooldown: -50% to "Regrowth"
- Flames of the PhoenixFlames of the Phoenix
- Replaces: "Fireball"
- Bound spell: "Bound Fiery Convocation"
- Cooldown: -33% for bound spell "Fireball Upgraded"
- Bound spell: "Fireball Upgraded"
- Shield of SapheryShield of SapheryUnlocks at rank 10
- Passive ability: "Shield of Saphery"
- KindleflameKindleflame
- Passive ability: "Kindleflame"
- MetalshiftingMetalshifting
- Passive ability: "Metalshifting"
- Roiling SkiesRoiling Skies
- Passive ability: "Roiling Skies"
- Life BloomLife Bloom
- Passive ability: "Life Bloom"
- Smoke & MirrorsSmoke & Mirrors
- Passive ability: "Smoke & Mirrors"
- Life-LeechingLife-Leeching
- Passive ability: "Life Leeching"
- Wild HeartWild Heart
- Passive ability: "Wild Heart"
- ExorcismExorcism
- Passive ability: "Exorcism"
- Manifold SorceryManifold Sorcery
- Winds of Magic cost: -20% for all spells
- Inspiring PresenceInspiring Presence
- Unit experience gain per turn: +75 (Lord's army)
- Character's aura leadership effect: +5
- Militia MasterMilitia Master3 levelsLevel 1
- Melee defence: +4 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)
- Melee attack: +4 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)
- Melee defence: +4 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)
- Melee attack: +6 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)
- Melee defence: +6 for Ship's Company, Spearmen, Silverin Guard, Rangers, Archers and Lothern Sea Guard units (Lord's army)
- Bow MasterBow Master3 levelsLevel 1
- Ammunition: +8% for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Lord's army)
- Ammunition: +12% for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Lord's army)
- Reload time reduction: +4% for Archers, Lothern Sea Guard, Shadow Warriors and Shadow-walkers units (Lord's army)
- Ammunition: +20% for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Lord's army)
- Reload time reduction: +8% for Archers, Lothern Sea Guard, Shadow Warriors and Shadow-walkers units (Lord's army)
- Cavalry MasterCavalry Master3 levelsLevel 1
- Speed: +5% for Ellyrian Reavers and Silver Helms units (Lord's army)
- Charge bonus: +9 for Ellyrian Reavers and Silver Helms units (Lord's army)
- Missile strength: +6% for Ellyrian Reavers units (Lord's army)
- Speed: +7% for Ellyrian Reavers and Silver Helms units (Lord's army)
- Charge bonus: +12 for Ellyrian Reavers and Silver Helms units (Lord's army)
- Missile strength: +8% for Ellyrian Reavers units (Lord's army)
- Speed: +10% for Ellyrian Reavers and Silver Helms units (Lord's army)
- Vanguard MasterVanguard Master3 levelsLevel 1
- Charge bonus: +6 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)
- Charge bonus: +9 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)
- Melee attack: +4 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)
- Missile strength: +9% for Tiranoc Chariot units (Lord's army)
- Charge bonus: +12 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)
- Melee attack: +6 for Chariot, War Lion, Dragon Princes and Merwyrm units (Lord's army)
- Missile strength: +12% for Tiranoc Chariot units (Lord's army)
- Sky MasterSky Master3 levelsLevel 1
- Weapon strength: +6% for Great Eagle, Phoenix and Dragon units (Lord's army)
- Charge bonus: +9 for Great Eagle, Phoenix and Dragon units (Lord's army)
- Weapon strength: +9% for Great Eagle, Phoenix and Dragon units (Lord's army)
- Charge bonus: +12 for Great Eagle, Phoenix and Dragon units (Lord's army)
- Weapon strength: +12% for Great Eagle, Phoenix and Dragon units (Lord's army)
- Master StrategistMaster Strategist3 levelsLevel 1
- Melee attack: +4 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)
- Melee attack: +4 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)
- Melee defence: +4 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)
- Melee attack: +6 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)
- Melee defence: +6 for Swordmasters of Hoeth, White Lions of Chrace, Phoenix Guard, Oceanids and Sea Elemental units (Lord's army)
- Rally!Rally!
- Ability: "Rally!"
- Immovable ForceImmovable Force
- Spell resistance: 15% for Ship's Company, Spearmen, Silverin Guard, Silver Helms, Swordmasters of Hoeth, White Lions of Chrace and Merwyrm units (Rank 7 and above) (Lord's army)
- Melee defence: +5 for Ship's Company, Spearmen, Silverin Guard, Silver Helms, Swordmasters of Hoeth, White Lions of Chrace and Merwyrm units (Rank 7 and above) (Lord's army)
- Weapon strength: +10% for Ship's Company, Spearmen, Silverin Guard, Silver Helms, Swordmasters of Hoeth, White Lions of Chrace and Merwyrm units (Rank 7 and above) (Lord's army)
- Favourable WindsFavourable Winds
- Armour: +10 for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Rank 7 and above) (Lord's army)
- Missile strength: +12% for Archers and Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Archers, Lothern Sea Guard, Shadow Warriors, Shadow-walkers, Sisters of Avelorn, Skycutters and Bolt Thrower units (Rank 7 and above) (Lord's army)
- Silver TorrentSilver Torrent
- Missile resistance: 15% for Rangers, Great Eagle, War Lion, Chariot, Ellyrian Reavers, Oceanids and Sea Elemental units (Rank 7 and above) (Lord's army)
- Speed: +10% for Rangers, Great Eagle, War Lion, Chariot, Ellyrian Reavers, Oceanids and Sea Elemental units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Rangers, Great Eagle, War Lion, Chariot, Ellyrian Reavers, Oceanids and Sea Elemental units (Rank 7 and above) (Lord's army)
- Heart of the FlameHeart of the Flame
- Armour: +10 for Dragon, Phoenixes, Dragon Princes and Phoenix Guard units (Rank 7 and above) (Lord's army)
- Melee defence: +5 for Dragon, Phoenixes, Dragon Princes and Phoenix Guard units (Rank 7 and above) (Lord's army)
- Physical resistance: 10% for Dragon, Phoenixes, Dragon Princes and Phoenix Guard units (Rank 7 and above) (Lord's army)
- Stand Your Ground!Stand Your Ground!
- Replaces: "Rally!"
- Ability: "Stand Your Ground!"
- Route MarcherRoute Marcher
- Campaign movement range: +5%
- Iron DisciplinarianIron Disciplinarian3 levelsLevel 1
- Control: +1 (local province)
- Control: +2 (local province)
- Control: +3 (local province)
- Merchant LordMerchant Lord3 levelsLevel 1
- Tradable resources produced: +2% (factionwide)
- Tradable resources produced: +5% (factionwide)
- Tradable resources produced: +9% (factionwide)
- Bonded ServiceBonded Service3 levelsLevel 1
- Recruitment cost: -5% (Lord's army)
- Recruitment cost: -10% (Lord's army)
- Recruitment cost: -15% (Lord's army)
- WaryWary3 levelsLevel 1
- Enemy Hero action success chance: -3%
- Ambush defence chance: +8% (Lord's army)
- Enemy Hero action success chance: -8%
- Ambush defence chance: +16% (Lord's army)
- Enemy Hero action success chance: -15%
- Ambush defence chance: +30% (Lord's army)
- DraftmasterDraftmaster
- Recruit rank: +1 for all units (Lord's army)
- Local recruitment capacity: +1 (local province)
- 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
- QuartermasterQuartermaster3 levelsLevel 1
- Upkeep: -3% (Lord's army)
- Upkeep: -6% (Lord's army)
- Upkeep: -10% (Lord's army)
- Elven HealingElven Healing3 levelsLevel 1
- Casualty replenishment rate: +2% (Lord's army)
- Attrition: -10% casualties suffered from all attrition (Lord's army)
- Casualty replenishment rate: +4% (Lord's army)
- Attrition: -20% casualties suffered from all attrition (Lord's army)
- Casualty replenishment rate: +6% (Lord's army)
- Attrition: -30% casualties suffered from all attrition (Lord's army)
- Elven ScholarElven Scholar3 levelsLevel 1
- Magic item drop chance from battle: +8%
- Research rate: +5
- Magic item drop chance from battle: +16%
- Research rate: +10
- Magic item drop chance from battle: +24%
- Research rate: +15
- 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 Teclis
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| High ElvesWizard Lord | 3,688 | 1 | 15 | 85 | 36 | 36 | 28 | 280 | 15 | 1,000 | 250 | wh2_main_hef_cha_teclis_0 |
| High ElvesWizard Lord | 4,184 | 1 | 50 | 85 | 84 | 36 | 28 | 280 | 35 | 1,300 | 337 | wh2_main_hef_cha_teclis_1 |
| High ElvesWizard Lord | 6,906 | 1 | 50 | 85 | 120 | 46 | 40 | 460 | 58 | 2,200 | 550 | wh2_dlc15_hef_cha_teclis_2 |
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.