
Verminlord Deceiver
Lord· Wizard Lord· 1 model at Ultra size
Comes with Lords of the End Times - Skaven(Warhammer III)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Verminlord Deceiver is Skaven lord: 8,188 HP, armour 30, melee attack 60, melee defence 50, weapon strength 600, range 125 m, missile damage 500 per 10 s for the whole unit. It costs 2,100 in the campaign and in multiplayer. It comes with Lords of the End Times - Skaven. Unit key wh3_dlc29_skv_cha_verminlord_deceiver. Patch 9.0.4, from the game's data tables.
Health
8,188
Armour
30
Leadership
75
Speed
80
Melee attack
60
Melee defence
50
Weapon strength
200 base + 400 armour-piercing
600
Charge bonus
50
Ranged
Range
125 m
Ammunition
30
Missile damage
100 base + 200 AP
300
Reload time
6 s
Damage per 10 s
500
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.
- Daemonic
Daemonic units cannot be routed, but take damage when their Leadership is low. Daemonic units also have: Physical Resistance Fear and Terror Immunity
- 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.
- Fire Whilst Moving
This unit can fire while on the move.
Abilities
- Scurry Away!Augment · +10% SpeedpassiveScurry Away!Augment+10% SpeedPassive"He who runs away lives to fight another day!" - so the foul, craven adage goes.
- Protection of the Horned RatAugment · +30% Missile Resistance, Effect intensity increases as the unit takes damagepassiveProtection of the Horned RatAugment+30% Missile ResistanceEffect intensity increases as the unit takes damagePassiveUnder an unholy gaze, the split twin tails of the Verminlords stay forever protected.
- Shrouded in DarknessHex (Area) · -10 Melee Attack, -10 Melee DefencepassiveShrouded in DarknessHex (Area)-10 Melee Attack-10 Melee DefencePassive · Range 35 mNo shape defines the lies or the form of the Deceiver.
- SkitterleapHiding · +25% Speed, Effective when flanking…activeSkitterleapHiding+25% SpeedEffective when flankingTarget is hiddenCooldown 29 s · Duration 25 s · 3 uses · Wind-up 1 sThe Verminlord disappears in a puff of greenish smoke, only to reappear elsewhere on the battlefield.
- Daemonic InstabilityDirect Damage · Causes damage to selfpassiveDaemonic InstabilityDirect DamageCauses damage to selfPassiveAs the Daemon's courage falters, their mortal form crumbles and fades from this reality.
- Banished!Direct Damage · Causes severe damage to selfpassiveBanished!Direct DamageCauses severe damage to selfPassiveOnce the Daemon's courage has failed them, they will fall back through the portal to the Chaos Realm whence they belong.
- 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.
- Arcane ConduitAugment of the WindspassiveArcane ConduitAugment of the WindsPassiveA 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.
Lore of magic
Counters
Good against
- Heavily armoured units — 400 of 600 weapon strength armour-piercinge.g. Steam Tank, Blessed Bastiladon (Solar Engine), Rotting Leviathan · Skaven: Doomwheel, Death Globe Bombardiers
- Units with physical resistance — magical melee attackse.g. Hexwraiths, Cairn Wraiths, Syreens · Skaven: Death Runners, Eshin Triads
- Lightly armoured units without shields — 500 missile damage per 10 s (whole unit)e.g. Curs'd Ettin, Exalted Plaguebearers of Nurgle, Zombies · Skaven: Plague Monk Censer Bearers, Clanrat Spears
- Light infantry-sized units — large, mass 4,000e.g. Exalted Plaguebearers of Nurgle, Zombies, Zombie Pirate Deckhand Mob · Skaven: Stormvermin (Halberds), Stormvermin (Swords & Shields)
Vulnerable to
- Bonus vs large — large (cavalry-sized or bigger)e.g. Bone Giant, Feral Troglodon, Blessed Stegadon · Skaven: Warp Lightning Cannons, Hell Pit Abomination
- Magical attacks — physical resistance +20%e.g. Amethyst Outriders, Deepwood Scouts (Swiftshiver Shards), Luminark of Hysh · Skaven: Stormfiends (Warpfire Projectors), Warpfire Throwers
- Missile fire — armour 30, no shielde.g. Chameleon Stalkers, Blessed Chameleon Stalkers, Thunderers (Grudge-Rakers) · Skaven: Ratling Guns, Stormfiends (Ratling Cannons)
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
Patch changes
New unit in this patch.
Verminlord Deceiver skill tree
61 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 Verminlord Deceiver's skills
- Tougher Than He SeemsTougher Than He Seems
- Hit points: +10%
- Rat-FuRat-FuUnlocks at rank 8
- Enemy Hero action success chance: -15% (enemy characters in region)
- Hero self-defence: +15% chance of wounding aggressors
- SneakySneakyUnlocks at rank 8
- Missile resistance: 10%
- TricksyTricksyUnlocks at rank 8
- Spell resistance: 10%
- Black-Clad KillersBlack-Clad KillersUnlocks at rank 13
- Ability: "Shadowstrider"
- Armour-piercing weapon and missile damage: +3 for Eshin units (Hero's army)
- Speed: +10% for Eshin units (Hero's army)
- Hero action success chance: +10% (factionwide)
- Soldiers of RenownSoldiers of RenownUnlocks at rank 10 · 3 levelsLevel 1
- Regiments of Renown army capacity: +1 (own army)
- Regiments of Renown army capacity: +2 (own army)
- Regiments of Renown army capacity: +3 (own army)
- ImmortalityImmortalityUnlocks at rank 20
- This Lord will be wounded instead of killed in battle
- 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
- Ploys & TrickeryPloys & TrickeryUnlocks at rank 7
- Winds of Magic cost: -3 for "Black Whirlwind"
- Cooldown: -25% to Skaven spells of Stealth
- Bound Spell: Skitterleap
- Red Eyes in DarknessRed Eyes in Darkness
- Melee attack: +8 for Eshin units (Lord's army)
- Physical resistance: 10% for Eshin units (Lord's army)
- Recruit rank: +2 for Eshin units (Lord's army)
- Blurring SwitfnessBlurring Switfness
- Attribute: Vanguard Deployment for all units (Lord's army)
- Charge bonus: +13% for all units (Lord's army)
- Speed: +13% for all units (Lord's army)
- Clouds of ShadowClouds of Shadow
- Campaign line of sight: +50%
- Campaign movement range: +10%
- Ambush success chance: +25% (Lord's army)
- Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +25%
- Lord of AssassinsLord of Assassins
- Hero capacity: +2 for Assassins
- Unlocks Hero recruitment: Assassin (local province)
- Hero recruit rank: +4 for Assassins (all provinces)
- Experience per turn: +25% for Assassins (Heroes in Lord's army)
- ImperceivableImperceivable
- Attribute: Executioner
- Ability: "Shrouded in Darkness"
- Missile strength: +10%
- Weapon strength: +10%
- Physical resistance: 20%
- 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%
- DeadeyeDeadeye2 levelsLevel 1
- Ammunition: +15%
- Reload time reduction: +7%
- Ammunition: +30%
- Reload time reduction: +15%
- Blade MasterBlade Master2 levelsLevel 1
- Melee attack: +6
- Melee attack: +12
- IndomitableIndomitable2 levelsLevel 1
- Leadership: +6
- Leadership: +12
- SlipperySlippery
- Ability: "Slippery"
- Wound-MakerWound-Maker2 levelsLevel 1
- Weapon strength: +10%
- Weapon strength: +20%
- Scarred VeteranScarred Veteran2 levelsLevel 1
- Hit points: +7%
- Hit points: +15%
- Piercing ShotsPiercing Shots2 levelsLevel 1
- Missile strength: +7%
- Missile strength: +15%
- Expeditious EndeavourExpeditious Endeavour2 levelsLevel 1
- Speed: +7%
- Speed: +15%
- WarpstilettoWarpstiletto
- Ability: "Warpstiletto"
- Warp StarsWarp Stars2 levelsLevel 1
- Cooldown: -30% to "Warp Stars"
- Overcast spell: "Warp Stars Upgraded"
- Cooldown: -50% to "Warp Stars"
- Overcast spell: "Warp Stars Upgraded"
- Miscast base chance: -15% for "Warp Stars Upgraded"
- Winds of Magic cost: -2 for "Warp Stars"
- Winds of Magic cost: -2 for "Warp Stars Upgraded"
- Toxic RainToxic Rain
- Passive ability: "Toxic Rain"
- SkitterleapSkitterleap2 levelsLevel 1
- Cooldown: -30% to "Skitterleap"
- Overcast spell: "Skitterleap Upgraded"
- Cooldown: -50% to "Skitterleap"
- Overcast spell: "Skitterleap Upgraded"
- Miscast base chance: -15% for "Skitterleap Upgraded"
- Winds of Magic cost: -1 for "Skitterleap"
- Winds of Magic cost: -2 for "Skitterleap Upgraded"
- Armour of DarknessArmour of Darkness2 levelsLevel 1
- Cooldown: -30% to "Armour of Darkness"
- Spell: "Armour of Darkness"
- Overcast spell: "Armour of Darkness Upgraded"
- Cooldown: -50% to "Armour of Darkness"
- Overcast spell: "Armour of Darkness Upgraded"
- Miscast base chance: -15% for "Armour of Darkness Upgraded"
- Winds of Magic cost: -2 for "Armour of Darkness"
- Winds of Magic cost: -3 for "Armour of Darkness Upgraded"
- Veil of ShadowsVeil of Shadows2 levelsLevel 1
- Spell: "Veil of Shadows"
- Cooldown: -50% to "Veil of Shadows"
- Overcast spell: "Veil of Shadows Upgraded"
- Miscast base chance: -15% for "Veil of Shadows Upgraded"
- Winds of Magic cost: -2 for "Veil of Shadows"
- Winds of Magic cost: -3 for "Veil of Shadows Upgraded"
- EvasionEvasion
- Passive ability: "Evasion"
- Brittle BoneBrittle Bone2 levelsLevel 1
- Cooldown: -30% to "Brittle Bone"
- Spell: "Brittle Bone"
- Overcast spell: "Brittle Bone Upgraded"
- Cooldown: -50% to "Brittle Bone"
- Overcast spell: "Brittle Bone Upgraded"
- Miscast base chance: -15% for "Brittle Bone Upgraded"
- Winds of Magic cost: -3 for "Brittle Bone"
- Winds of Magic cost: -4 for "Brittle Bone Upgraded"
- Black WhirlwindBlack Whirlwind2 levelsLevel 1
- Spell: "Black Whirlwind"
- Cooldown: -50% to "Black Whirlwind"
- Overcast spell: "Black Whirlwind Upgraded"
- Miscast base chance: -15% for "Black Whirlwind Upgraded"
- Winds of Magic cost: -3 for "Black Whirlwind"
- Winds of Magic cost: -3 for "Black Whirlwind Upgraded"
- EarthingEarthing
- Miscast base chance: -15%
- Magical ReservesMagical Reserves
- Winds of Magic power reserve capacity: +5
- Arcane ConduitArcane Conduit
- Passive ability: "Arcane Conduit"
- 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.