
Health
5,068
Armour
90
Leadership
80
Speed
38
Melee attack
65
Melee defence
45
Weapon strength
150 base + 320 armour-piercing, +20 vs infantry
470
Charge bonus
35
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.

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.

Undead
Undead units cannot be routed, but take damage when their Leadership is broken. Undead units also have: Fear and Terror Immunity Undead units may also have their hit points restored by special characters such as the Vampire Counts Necromancer.
Abilities
Blood ChaliceRegenerationactiveBlood ChaliceRegenerationCooldown 90 s · Duration 8 sMortal blood must suffice until a Knight proves worthy of Abhorash's legacy!
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.
The HungerRegeneration · Replenishes hit points of combatantspassiveThe HungerRegenerationReplenishes hit points of combatantsPassiveAs the Vampires rip apart their victims they feast on the blood that spills forth – gaining in strength and lost stamina.
FrenzyAugment · +10% Charge Bonus, +10 Melee Attack…passiveFrenzyAugment+10% Charge Bonus+10 Melee Attack+10% Armour-Piercing Weapon Damage+10% Base Weapon DamagePassiveSome warriors care not for their own personal safety, and so work themselves into a whirlwind of destruction and mindless violence!
CrumblingDirect Damage · Causes damage to selfpassiveCrumblingDirect DamageCauses damage to selfPassiveThe dead do not rest easily in the Old World. Those summoned by Vampires and Necromancers no longer have mortal concerns - they serve only their master's will.
DisintegratingDirect Damage · Causes severe damage to selfpassiveDisintegratingDirect DamageCauses severe damage to selfPassiveThe Dark Magic binding has failed. Both flesh and Necromantic energy slough off the subjects, leaving naught but dust.
Patch changes
Walach Harkon skill tree
43 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 NightmareBarded NightmareUnlocks at rank 7
Mount: Barded Nightmare
Aura of Dark MajestyAura of Dark Majesty
Leadership aura size: +25%
Breaker of RanksBreaker of Ranks
Attribute: Glorious Charge
Bonus vs Infantry: +15
Where Battle CallsWhere Battle Calls
Battle reinforcement time: -30% (own army)
Campaign movement range: +10% (own army)
Orders of the ImmortalsOrders of the Immortals
Recruit rank: +2 for Blood Knights and Drakenhof Templar units (own army)
Necromantic Energy cost: -5% for and unit capacities
Grave Call cost: -30% for Blood Knights and Drakenhof Templar units (own army)
Unit capacity: +1
Orders of the ImmortalsOrders of the Immortals
Vigour loss reduction: -10% for Black Knights, Blood Knights and Drakenhof Templars units (own army)
Recruit rank: +2 for Blood Knights and Drakenhof Templar units (own army)
Unit capacity: +1
Charge bonus: +10% for Black Knights, Blood Knights and Drakenhof Templars units (own army)
Grave WardGrave WardUnlocks at rank 7
Missile resistance: 10%
wh3_dlc29_skill_nag_walach_unique_1wh3_dlc29_skill_nag_walach_unique_1
Battle healing cap: +25%
Ability: ""
Hit points: +10%
wh3_dlc29_skill_nag_walach_unique_1wh3_dlc29_skill_nag_walach_unique_1
Battle healing cap: +25%
Ability: ""
Hit points: +10%
Crucible of MightCrucible of Might
Passive ability: "Murderous Charge" for Blood Knights and Drakenhof Templar units (Hero's army)
Melee attack: +6 for Blood Knights and Drakenhof Templar units (Hero's army)
Weapon strength: +15% for Blood Knights and Drakenhof Templar units (Hero's army)
Crucible of MightCrucible of Might
Passive ability: "Murderous Charge" for Blood Knights and Drakenhof Templar units (Hero's army)
Melee attack: +6 for Blood Knights and Drakenhof Templar units (Hero's army)
Weapon strength: +15% for Blood Knights and Drakenhof Templar units (Hero's army)
Bloody SpoilsBloody Spoils
Income from looting, sacking and razing settlements +30% (accompanying Lord)
Raise Dead cost: -15% for Vampire Cavalry units (own army)
Income from post-battle loot: +20% (accompanying Lord)
Bloody SpoilsBloody Spoils
Income from looting, sacking and razing settlements +30% (accompanying Lord)
Grave Call cost: -15% for Vampire Cavalry units (own army)
Income from post-battle loot: +20% (accompanying Lord)
Elite of the Blood KeepElite of the Blood Keep
Speed: +12% for units (Hero's army)
Ward save: +8% for Blood Knights units (Hero's army)
Melee defence: +6 for Blood Knight units (Hero's army)
Elite of the Blood KeepElite of the Blood Keep
Speed: +12% for units (Hero's army)
Ward save: +8% for Blood Knights units (Hero's army)
Melee defence: +6 for Blood Knight units (Hero's army)
Blood BanquetBlood Banquet
Attribute: Unyielding Assault
Attribute: Causes Terror
Weapon strength: +10%
Blood BanquetBlood Banquet
Attribute: Unyielding Assault
Attribute: Causes Terror
Weapon strength: +10%
Crushing MomentumCrushing Momentum
Attribute: Perfect Vigour
Attribute: Perfect Vigour for Blood Knights and Drakenhof Templars units (Rank 7 and above) (Hero's army)
Replenishes 15% campaign movement range after winning a battle (Lord)
Campaign movement range: +5% (Hero's army)
Crushing MomentumCrushing Momentum
Attribute: Perfect Vigour
Attribute: Perfect Vigour for Blood Knights and Drakenhof Templars units (Rank 7 and above) (Hero's army)
Replenishes 15% campaign movement range after winning a battle (Lord)
Campaign movement range: +5% (Hero's army)
Blade MasterBlade Master
Melee attack: +5
Devastating ChargeDevastating Charge3 levelsLevel 1
Charge bonus: +6
Charge bonus: +16
Charge bonus: +30
Thick-SkinnedThick-Skinned3 levelsLevel 1
Armour: +3
Armour: +8
Armour: +15
Hard to HitHard to Hit3 levelsLevel 1
Melee defence: +3
Melee defence: +7
Melee defence: +12
Deadly BladeDeadly Blade3 levelsLevel 1
Melee attack: +3
Melee attack: +7
Melee attack: +12
Foe-SeekerFoe-Seeker
Ability: "Foe-Seeker"
Wound-MakerWound-Maker3 levelsLevel 1
Weapon strength: +5%
Weapon strength: +12%
Weapon strength: +20%
Scarred VeteranScarred Veteran3 levelsLevel 1
Hit points: +3%
Hit points: +8%
Hit points: +15%
IndomitableIndomitable3 levelsLevel 1
Leadership: +4
Leadership: +8
Leadership: +12
Blade ShieldBlade Shield3 levelsLevel 1
Melee defence: +3
Melee defence: +7
Melee defence: +12
Deadly OnslaughtDeadly Onslaught
Ability: "Deadly Onslaught"
Invocation of NehekInvocation of Nehek2 levelsLevel 1
Overcast spell: "Invocation of Nehek Upgraded"
Cooldown: -30% to ""
Miscast base chance: -15% for "Invocation of Nehek Upgraded"
Overcast spell: "Invocation of Nehek Upgraded"
Winds of Magic cost: -1 for "Invocation of Nehek"
Winds of Magic cost: -2 for "Invocation of Nehek Upgraded"
Cooldown: -50% to ""
The Curse of UndeathThe Curse of Undeath
Passive ability: "The Curse of Undeath"
Vanhel's Danse MacabreVanhel's Danse Macabre3 levelsLevel 1
Spell: "Vanhel's Danse Macabre"
Overcast spell: "Vanhel's Danse Macabre Upgraded"
Cooldown: -30% to "Vanhel's Danse Macabre"
Miscast base chance: -15% for "Vanhel's Danse Macabre Upgraded"
Overcast spell: "Vanhel's Danse Macabre Upgraded"
Winds of Magic cost: -1 for "Vanhel's Danse Macabre"
Winds of Magic cost: -2 for "Vanhel's Danse Macabre Upgraded"
Cooldown: -50% to "Vanhel's Danse Macabre"
Gaze of NagashGaze of Nagash3 levelsLevel 1
Spell: "Gaze of Nagash"
Overcast spell: "Gaze of Nagash Upgraded"
Cooldown: -30% to "Gaze of Nagash"
Miscast base chance: -15% for "Gaze of Nagash Upgraded"
Overcast spell: "Gaze of Nagash Upgraded"
Winds of Magic cost: -2 for "Gaze of Nagash"
Winds of Magic cost: -3 for "Gaze of Nagash Upgraded"
Cooldown: -50% to "Gaze of Nagash"
Raise DeadRaise Dead3 levelsLevel 1
Spell: "Raise Dead"
Overcast spell: "Raise Dead Upgraded"
Cooldown: -30% to ""
Miscast base chance: -15% for "Raise Dead Upgraded"
Overcast spell: "Raise Dead Upgraded"
Spell number of uses: +1 for "Raise Dead" and "Raise Dead Upgraded"
Cooldown: -50% to ""
Curse of YearsCurse of Years2 levelsLevel 1
Spell: "Curse of Years"
Winds of Magic cost: -2 for "Curse of Years"
Cooldown: -50% to "Curse of Years"
Spell: "Curse of Years"
Wind of DeathWind of Death3 levelsLevel 1
Spell: "Wind of Death"
Overcast spell: "Wind of Death Upgraded"
Cooldown: -30% to "Wind of Death"
Miscast base chance: -15% for "Wind of Death Upgraded"
Overcast spell: "Wind of Death Upgraded"
Winds of Magic cost: -3 for "Wind of Death"
Winds of Magic cost: -4 for "Wind of Death Upgraded"
Cooldown: -50% to "Wind of Death"
TrainingTraining3 levelsLevel 1
Training action: Unit experience gain is increased by an additional 10%
Training action: Unit experience gain is increased by an additional 20%
Training action: Unit experience gain is increased by an additional 30%
Spread ControlSpread Control3 levelsLevel 1
Spread Control action: Control is modified by an additional 1
Control: -1 (local enemy province)
Control: +1 (local province)
Spread Control action: Control is modified by an additional 2
Control: -2 (local enemy province)
Control: +2 (local province)
Spread Control action: Control is modified by an additional 3
Control: -3 (local enemy province)
Control: +3 (local province)
Assault GarrisonAssault Garrison3 levelsLevel 1
Assault Garrison action: Additional 5% casualties inflicted
Assault Garrison action: Additional 15% casualties inflicted
Assault Garrison action: Additional 30% casualties inflicted
WoundWound3 levelsLevel 1
Wound action: Additional 5% chance of wounding target
Wound action: Additional 12% chance of wounding target
Wound action: Additional 21% chance of wounding target
Assault UnitsAssault Units3 levelsLevel 1
Assault Units action: Additional 3% casualties inflicted
Assault Units action: Additional 8% casualties inflicted
Assault Units action: Additional 15% casualties inflicted
SpecialistSpecialist3 levelsLevel 1
Hero action cost: -10%
Hero action success chance: +1%
Hero action cost: -20%
Hero action success chance: +3%
Hero action cost: -40%
Hero action success chance: +6%
Every version of Walach Harkon
2 units share this name across races (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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Vampire Counts, Undead LegionsWizard | 5,068 | 1 | 90 | 80 | 38 | 65 | 45 | 470 | 35 | 1,000 | 250 | wh3_dlc29_vmp_cha_walach_harkon |
| Vampire Counts, Undead LegionsWizard | 5,676 | 1 | 110 | 80 | 78 | 65 | 45 | 470 | 60 | 1,250 | 315 | wh3_dlc29_vmp_cha_walach_harkon_barded_nightmare |
Who can field it
- Host of Nagash
- The Drakenhof Conclave
Where these numbers come from
Read from the game's database tables for patch 9.0 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 8a4f7e64). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.