
Tretch Craventail
Lord· Lord· 1 model at Ultra size
Comes with Tretch Craventailfree(Warhammer II)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Tretch Craventail is a legendary lord of Skaven, leading Clan Rictus at the start of a campaign: 4,288 HP, armour 90, melee attack 40, melee defence 70, weapon strength 400. It costs 900 in the campaign and 700 in multiplayer. It comes with Tretch Craventail. Beating this lord in battle can earn the defeat trait Craven by Name... Unit key wh2_dlc09_skv_cha_tretch_craventail. Patch 9.0.4, from the game's data tables.
Health
4,288
Armour
90
Leadership
65
Speed
42
Melee attack
40
Melee defence
70
Weapon strength
280 base + 120 armour-piercing, +25 vs large
400
Charge bonus
40
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.
- 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.
- Vanguard Deployment
This unit can deploy outside the deployment zone.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
Abilities
- "Stay Here, I'll Get Help!"Augment (Area) · +16 Leadership, Tretch receives Stalk and Unspottableactive"Stay Here, I'll Get Help!"Augment (Area)+16 LeadershipTretch receives Stalk and UnspottableCooldown 90 s · Duration 35 s · 3 uses · Range 35 mIt's not running away. It's knowing when and where to be to secure the best advantage.
- Tretch's RaidersAugment (Area) · +8 Melee Attack, +12% Armour-Piercing Weapon Damage…passiveTretch's RaidersAugment (Area)+8 Melee Attack+12% Armour-Piercing Weapon Damage+12% Base Weapon DamagePassive · Range 35 mA master of exploiting others' weaknesses, Tretch and his band are never where you expect them and always where they can do most damage.
- Verminous ValourAugment · +25% Speed, +8 Leadership…activeVerminous ValourAugment+25% Speed+8 LeadershipAllows chance to escape meleeExplosion does not affect friendly troopsPoor against large combatantsCooldown 60 s · Duration 17 sThere is a sense in which the Skaven's natural cowardice can appear to be the very pinnacle of honourable conduct.
- Scurry Away!Augment · +10% SpeedpassiveScurry Away!Augment+10% SpeedPassive"He who runs away lives to fight another day!" - so the foul, craven adage goes.
- 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.
- Stand or Die!Augment (Area) · +24 Melee Defence, +16 LeadershipactiveStand or Die!Augment (Area)+24 Melee Defence+16 LeadershipCooldown 90 s · Duration 18 s · Range 35 mThose whose word is law ensure their troops will not run by issuing this dread order.
Counters
Good against
- Large units — bonus vs large 25e.g. Rogue Idol, Dread Saurian, Khemric Titan · Skaven: Hell Pit Abomination, Stormfiends (Shock Gauntlets)
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. War Mammoth, Feral Mammoth, Morghast Harbingers · Skaven: Doom-Flayers, Doomwheel
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 Tretch Craventail in battle and your lord can earn the trait
Craven by Name...
- Speed: +12%
- Leadership: +4 during subterranean intercept battles (Lord's army)
Turning and running away, under the auspices of coming back with reinforcements, is just running away – and the mark of a coward to boot.
Tretch Craventail skill tree
47 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 Tretch Craventail's skills
- Life is CheapLife is CheapUnlocks at rank 5 · 2 levelsLevel 1
- Armour: +5 for Skavenslaves units (Lord's army)
- Upkeep: -33% for Skavenslaves units (Lord's army)
- Casualty replenishment rate: +4% (Lord's army)
- Armour: +10 for Skavenslaves units (Lord's army)
- Upkeep: -50% for Skavenslaves units (Lord's army)
- Casualty replenishment rate: +8% (Lord's army)
- SneakySneakyUnlocks at rank 8
- Missile resistance: 10%
- TricksyTricksyUnlocks at rank 8
- Spell resistance: 10%
- Warpstone WeaponWarpstone WeaponUnlocks at rank 13
- Armour-piercing weapon damage: +12
- Enables magical attacks
- 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
- Tretch's RaidersTretch's RaidersUnlocks at rank 10
- Passive ability: "Tretch's Raiders"
- Charge bonus: +10 for Stormvermin units (Lord's army)
- Income from raiding: +30% (Lord's army)
- Master of GuileMaster of GuileUnlocks at rank 10 · 2 levelsLevel 1
- Ambush success chance: +10% (Lord's army)
- Ambush defence chance: +10% (Lord's army)
- Evasion chance when using Tunnelling: +10%
- Ambush success chance: +20% (Lord's army)
- Ambush defence chance: +20% (Lord's army)
- Evasion chance when using Tunnelling: +20%
- Vanished!Vanished!Unlocks at rank 10 · 2 levelsLevel 1
- Missile resistance: 10% for Clanrats and Stormvermin units (Lord's army)
- Speed: +10% for Clanrats and Stormvermin units (Lord's army)
- Replenishes 10% campaign movement range after winning a battle
- Missile resistance: 20% for Clanrats and Stormvermin units (Lord's army)
- Speed: +20% for Clanrats and Stormvermin units (Lord's army)
- Replenishes 15% campaign movement range after winning a battle
- "Stay Here, I'll Get Help!""Stay Here, I'll Get Help!"Unlocks at rank 10 · 2 levelsLevel 1
- Cooldown: -33% to "Stay Here, I'll Get Help!"
- Ability number of uses: +2 for "Stay Here, I'll Get Help!"
- Cooldown: -50% to "Stay Here, I'll Get Help!"
- Ability number of uses: +3 for "Stay Here, I'll Get Help!"
- Coming BackComing BackUnlocks at rank 10
- Passive ability: "Regeneration"
- Wound recovery time: -1 turns
- Casualty replenishment rate: +6% (Lord's army)
- Tail WeaponTail Weapon
- Melee attack: +3
- Weapon strength: +4%
- Ruin & DecayRuin & Decay2 levelsLevel 1
- Weapon strength: +10% when fighting against Dwarfs
- Weapon strength: +10% when fighting against Lizardmen
- Weapon strength: +2%
- Weapon strength: +10% when fighting against High Elves, Lizardmen, Dwarfs and men
- Weapon strength: +5%
- Thick-SkinnedThick-Skinned2 levelsLevel 1
- Armour: +7
- Armour: +15
- Blade MasterBlade Master2 levelsLevel 1
- Melee attack: +6
- Melee attack: +12
- IndomitableIndomitable2 levelsLevel 1
- Leadership: +6
- Leadership: +12
- Verminous ValourVerminous ValourUnlocks at rank 4
- Ability: "Verminous Valour"
- Wound-MakerWound-Maker2 levelsLevel 1
- Weapon strength: +10%
- Weapon strength: +20%
- Scarred VeteranScarred Veteran2 levelsLevel 1
- Hit points: +7%
- Hit points: +15%
- Blade ShieldBlade Shield2 levelsLevel 1
- Melee defence: +6
- Melee defence: +12
- Expeditious EndeavourExpeditious Endeavour2 levelsLevel 1
- Speed: +7%
- Speed: +15%
- Trophy HeadsTrophy Heads
- Ability: "Trophy Heads"
- Inspiring PresenceInspiring Presence
- Unit experience gain per turn: +75 (Lord's army)
- Character's aura leadership effect: +5
- Pack LeaderPack Leader3 levelsLevel 1
- Melee attack: +4 for Clanrats units (Lord's army)
- Leadership: +3 for Clanrats units (Lord's army)
- Melee attack: +4 for Clanrats units (Lord's army)
- Leadership: +5 for Clanrats units (Lord's army)
- Melee attack: +6 for Clanrats units (Lord's army)
- InfiltratorInfiltrator3 levelsLevel 1
- Reload time reduction: +3% for Night Runners and Gutter Runners units (Lord's army)
- Reload time reduction: +6% for Night Runners and Gutter Runners units (Lord's army)
- Speed: +7% for Night Runners and Gutter Runners units (Lord's army)
- Reload time reduction: +9% for Night Runners and Gutter Runners units (Lord's army)
- Speed: +10% for Night Runners and Gutter Runners units (Lord's army)
- BlastmasterBlastmaster3 levelsLevel 1
- Ammunition: +8% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)
- Ammunition: +12% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)
- Reload time reduction: +4% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)
- Ammunition: +20% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)
- Reload time reduction: +8% for Warpfire Thrower, Warplock Jezzails, Ratling Gun, Poisoned Wind Globadiers, Poisoned Wind Mortars, Death Globe Bombardiers and Ranged Stormfiend units (Lord's army)
- Respected & FearedRespected & Feared3 levelsLevel 1
- Weapon strength: +6% for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)
- Armour: +6 for Cauldron of a Thousand Poxes units (Lord's army)
- Melee attack: +4 for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)
- Weapon strength: +6% for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)
- Armour: +9 for Cauldron of a Thousand Poxes units (Lord's army)
- Melee attack: +6 for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)
- Weapon strength: +9% for Stormvermin, Death Runners, Plague Monks and Eshin Triads units (Lord's army)
- Armour: +12 for Cauldron of a Thousand Poxes units (Lord's army)
- Moulder KnowledgeMoulder Knowledge3 levelsLevel 1
- Charge bonus: +6 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)
- Charge bonus: +9 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)
- Speed: +7% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)
- Charge bonus: +12 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)
- Speed: +10% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Melee Stormfiend and Hell Pit Abomination units (Lord's army)
- Engineering SkillEngineering Skill3 levelsLevel 1
- Charge bonus: +6% for Doomwheel and Doom-Flayers units (Lord's army)
- Speed: +3% for Warp-Grinders units (Lord's army)
- Reload time reduction: +3% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)
- Armour: +6 for Doomwheel, Doom-Flayers and Warp-Grinders units (Lord's army)
- Charge bonus: +9% for Doomwheel and Doom-Flayers units (Lord's army)
- Speed: +7% for Warp-Grinders units (Lord's army)
- Ammunition: +12% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)
- Reload time reduction: +6% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)
- Armour: +12 for Doomwheel, Doom-Flayers and Warp-Grinders units (Lord's army)
- Charge bonus: +12% for Doomwheel and Doom-Flayers units (Lord's army)
- Speed: +12% for Warp-Grinders units (Lord's army)
- Ammunition: +20% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)
- Reload time reduction: +9% for Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon and Warp-Doom Magma-Cannon units (Lord's army)
- Rally!Rally!
- Ability: "Rally!"
- Whip-SmartWhip-Smart
- Leadership: +5 for Skavenslaves, Clanrats, Stormvermin and Pusbag units (Rank 7 and above) (Lord's army)
- Melee attack: +5 for Skavenslaves, Clanrats, Stormvermin and Pusbag units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Skavenslaves, Clanrats, Stormvermin and Pusbag units (Rank 7 and above) (Lord's army)
- Gutter-WiseGutter-Wise
- Leadership: +5 for Gutter Runners, Night Runners, Death Runners and Eshin Triads units (Rank 7 and above) (Lord's army)
- Range: +15% for Gutter Runners and Night Runners units (Rank 7 and above) (Lord's army)
- Speed: +20% for Death Runners and Eshin Triads units (Rank 7 and above) (Lord's army)
- Warp-SmartWarp-Smart
- Bonus vs Infantry: +5 for Doomwheel, Doom-Flayers and Warp-Grinders units (Rank 7 and above) (Lord's army)
- Leadership: +5 for Weapon Team, Doom-Flayers, Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon, Ranged Stormfiend and Warp-Doom Magma-Cannon units (Rank 7 and above) (Lord's army)
- Spell resistance: 15% for Weapon Team, Doom-Flayer, Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon, Ranged Stormfiend and Warp-Doom Magma-Cannon units (Rank 7 and above) (Lord's army)
- Missile strength: +12% for Weapon Team, Doomwheel, Plagueclaw Catapult, Warp Lightning Cannon, Ranged Stormfiend and Warp-Doom Magma-Cannon units (Rank 7 and above) (Lord's army)
- Mutagenic ElixirsMutagenic Elixirs
- Armour: +10 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination, Plague Monks, Melee Stormfiend, Pusbag and Cauldron of a Thousand Poxes units (Rank 7 and above) (Lord's army)
- Leadership: +5 for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination, Plague Monks, Melee Stormfiend, Pusbag and Cauldron of a Thousand Poxes units (Rank 7 and above) (Lord's army)
- Physical resistance: 10% for Wolf Rats, Rat Ogres, Mutant Rat Ogre, Brood Horror, Hell Pit Abomination, Plague Monks, Melee Stormfiend, Pusbag and Cauldron of a Thousand Poxes units (Rank 7 and above) (Lord's army)
- Stand or Die!Stand or Die!
- Replaces: "Rally!"
- Ability: "Stand or Die!"
- Route MarcherRoute Marcher
- Campaign movement range: +5%
- LooterLooter3 levelsLevel 1
- Income from looting settlements: +3% (Lord's army)
- Income from looting settlements: +8% (Lord's army)
- Income from looting settlements: +15% (Lord's army)
- Ancient CunningAncient Cunning3 levelsLevel 1
- Ambush success chance: +6% (Lord's army)
- Ambush success chance: +16% (Lord's army)
- Ambush success chance: +30% (Lord's army)
- Bonded ServiceBonded Service3 levelsLevel 1
- Recruitment cost: -5% (Lord's army)
- Recruitment cost: -10% (Lord's army)
- Recruitment cost: -15% (Lord's army)
- DictatorialDictatorial3 levelsLevel 1
- Corruption: -1 (when in own province)
- Corruption: -2 (when in own province)
- Corruption: -3 (when in own province)
- CorruptiveCorruptive3 levelsLevel 1
- Skaven corruption: +1 (local enemy province)
- Skaven corruption: +2 (local enemy province)
- Skaven corruption: +3 (local enemy province)
- 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)
- 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)
- "Miiine All Miiine!""Miiine All Miiine!"3 levelsLevel 1
- Post battle chance of stealing a magic item: +5%
- Income from post-battle loot: +10%
- Post battle chance of stealing a magic item: +10%
- Income from post-battle loot: +20%
- Post battle chance of stealing a magic item: +15%
- Income from post-battle loot: +30%
- 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)
Who can field it
- Skaven · Clan Mors
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.