
Verminlord Warbringer
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 Warbringer is Skaven lord: 9,248 HP, armour 50, melee attack 55, melee defence 65, weapon strength 600. 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_warbringer. Patch 9.0.4, from the game's data tables.
Health
9,248
Armour
50
Leadership
75
Speed
70
Melee attack
55
Melee defence
65
Weapon strength
240 base + 360 armour-piercing, +25 vs large
600
Charge bonus
70
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.
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.
- In the Name of WarHex (Area) · -20 Melee DefenceactiveIn the Name of WarHex (Area)-20 Melee DefenceCooldown 120 s · Duration 15 s · Range 35 mThere is no better reason for conflict, than conflict itself.
- Verminous FuryAugmentactiveVerminous FuryAugmentCooldown 120 s · Duration 60 s · 3 usesFervour and madness seep into the very ground the Warbringer walks on.
- 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.
- Warmongering MurmurAugment (Area) · +8 Melee AttackpassiveWarmongering MurmurAugment (Area)+8 Melee AttackPassive · Range 55 mA deep, rumbling war cry stirs the rats to shed blood, while showing them how it’s done.
- 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
- Large units — bonus vs large 25e.g. Rogue Idol, Dread Saurian, Khemric Titan · Skaven: Hell Pit Abomination, Stormfiends (Shock Gauntlets)
- Heavily armoured units — 360 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
- 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
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 Warbringer skill tree
59 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 Warbringer's skills
- SneakySneakyUnlocks at rank 8
- Missile resistance: 10%
- TricksyTricksyUnlocks at rank 8
- Spell resistance: 10%
- Imposing CommandersImposing CommandersUnlocks at rank 13
- Melee attack: +8 for Clanrat, Skavenslave and Stormvermin units (own army)
- Melee defence: +8 for Clanrat, Skavenslave and Stormvermin units (own army)
- Character's aura leadership effect: +13
- Income from post-battle loot: +5% (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
- Verminous FuryVerminous FuryUnlocks at rank 11
- Army ability number of uses: +2 for "The Menace Below"
- Ability: "Verminous Fury"
- Character's aura leadership effect: +5
- Leadership aura size: +25%
- Chittering TumultChittering Tumult
- Upkeep: -30% for Stormvermin and Clanrats units (Lord's army)
- Melee defence: +10 for Stormvermin and Clanrat units (Lord's army)
- Armour: +15 for Stormvermin and Clanrat units (Lord's army)
- In the Name of WarIn the Name of War
- Campaign movement range: -50% for enemy armies starting their turn in this region (enemy armies in region)
- Ability: "In the Name of War"
- Enemy battle reinforcement time: +25%
- Enemy leadership: -10 (local region)
- Belligerent & TerritorialBelligerent & Territorial
- Income from sacking and looting settlements: +20% (Lord's army)
- Replenishes 25% campaign movement range after looting a settlement
- Income from post-battle loot: +10%
- Tyrant of BattleTyrant of Battle
- Hero capacity: +2 for Chieftains
- Unlocks Hero recruitment: Chieftain (local province)
- Hero recruit rank: +4 for Chieftains (all provinces)
- Experience per turn: +25% for Chieftains (Heroes in Lord's army)
- Great Stabber-SlicerGreat Stabber-Slicer
- Ability: "Warmongering Murmur"
- Armour-piercing weapon damage: +50
- Bonus vs Large: +15
- Hit points: +10%
- 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
- Punch-DaggerPunch-Dagger
- Ability: "Punch-Dagger"
- 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%
- Doom GlaiveDoom Glaive
- Ability: "Doom Glaive"
- Bless with FilthBless with Filth2 levelsLevel 1
- Cooldown: -30% to "Bless with Filth"
- Overcast spell: "Bless with Filth Upgraded"
- Cooldown: -50% to "Bless with Filth"
- Miscast base chance: -15% for "Bless with Filth Upgraded"
- Overcast spell: "Bless with Filth Upgraded"
- Winds of Magic cost: -1 for "Bless with Filth"
- Winds of Magic cost: -2 for "Bless with Filth Upgraded"
- Musk of FearMusk of Fear
- Passive ability: "Musk of Fear"
- Warp LightningWarp Lightning2 levelsLevel 1
- Spell: "Warp Lightning"
- Spell: "Warp Lightning"
- Overcast spell: "Warp Lightning Upgraded"
- Warp StarsWarp Stars2 levelsLevel 1
- Spell: "Warp Stars"
- Spell: "Warp Stars"
- Overcast spell: "Warp Stars Upgraded"
- VermintideVermintide
- Cooldown: -50% to "Vermintide"
- Spell: "Vermintide"
- Winds of Magic cost: -2 for "Vermintide"
- EvasionEvasion
- Passive ability: "Evasion"
- Death FrenzyDeath Frenzy2 levelsLevel 1
- Cooldown: -30% to "Death Frenzy"
- Spell: "Death Frenzy"
- Overcast spell: "Death Frenzy Upgraded"
- Cooldown: -50% to "Death Frenzy"
- Miscast base chance: -15% for "Death Frenzy Upgraded"
- Overcast spell: "Death Frenzy Upgraded"
- Winds of Magic cost: -2 for "Death Frenzy"
- Winds of Magic cost: -3 for "Death Frenzy Upgraded"
- Armour of DarknessArmour of Darkness3 levelsLevel 1
- Spell: "Armour of Darkness"
- Cooldown: -30% to "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"
- 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.