
Temple Guard
Melee infantry· Halberd Infantry· Tier 3· 100 models at Ultra size
Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Temple Guard are Lizardmen melee infantry: 10,700 HP across 100 models, armour 85, melee attack 31, melee defence 38, weapon strength 42. It costs 1,200 in the campaign and in multiplayer. Unit key wh2_main_lzd_inf_temple_guards. Patch 9.0.4, from the game's data tables.
Health
107 per model
10,700
Armour
shield blocks 55% of small-arms missiles from the front (not artillery)
85
Leadership
85
Speed
31
Melee attack
31
Melee defence
38
Weapon strength
13 base + 29 armour-piercing, +16 vs large
42
Charge bonus
14
Attributes
- Charge Defence vs. Large
When bracing, this unit negates the charge bonus of any large attacker.
- Charge Reflection
When bracing, this unit causes additional damage when attacking charging enemies.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
Abilities
- GuardianWard Save (Area) · +15% Physical ResistancepassiveGuardianWard Save (Area)+15% Physical ResistancePassive · Range 35 mIn the midst of a bloodbath it's good to know that someone has your back.
- 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.
- Sacred DutyAugmentpassiveSacred DutyAugmentPassiveThe Temple Guard safeguard their charges whilst displaying a single-minded determination - clearly the role for which they were designed.
Counters
Good against
- Large units — bonus vs large 16e.g. Rogue Idol, Khemric Titan, Curs'd Ettin · Lizardmen: Dread Saurian, Feral Dread Saurian
- Heavily armoured units — 29 of 42 weapon strength armour-piercinge.g. Steam Tank, Rotting Leviathan, Rogue Idol · Lizardmen: Blessed Bastiladon (Solar Engine), Blessed Sacred Kroxigor
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Lizardmen: Blessed Salamander Hunting Pack, Blessed Terradon Riders
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: Skin Wolves (Armoured) (10.60× faster), Skin Wolves (9.11× faster), Gorgers (3.22× faster)
Loses to, at a similar price: Chosen (3.40× slower), Chosen of Tzeentch (3.20× slower), Chosen of Slaanesh (3.07× 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 1,200 multiplayer gold. Lizardmen units ranked.
Match-ups people search for: Temple Guard vs Kroxigor · Temple Guard vs Saurus Warriors
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.
The campaign also recruits 1 copy of this unit that no faction fields in custom battles (wh2_main_lzd_inf_temple_guards_nakai: recruited from a building).
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.