
Zhao Ming, the Iron Dragon
Lord· Wizard Lord· 1 model at Ultra size
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Zhao Ming, the Iron Dragon is a legendary lord of Grand Cathay, leading The Western Provinces at the start of a campaign: 8,424 HP, armour 70, melee attack 55, melee defence 60, weapon strength 430. It costs 1,000 in the campaign and 1,700 in multiplayer. Beating this lord in battle can earn the defeat trait Merciless to Ming. Unit key wh3_main_cth_cha_iron_dragon_0. Patch 9.0.4, from the game's data tables.
Health
8,424
Armour
70
Leadership
90
Speed
46
Melee attack
55
Melee defence
60
Weapon strength
290 base + 140 armour-piercing
430
Charge bonus
35
Attributes
- 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.
- Mastery of Elemental Winds
When two or more units in the same army share this attribute, intensity increases the power of spells cast.
Abilities
- Transformation of the DragonTransform · Form offers powerful melee attacks and flight, Restricted spell availability and reduction in Harmony multiplier…activeTransformation of the DragonTransformForm offers powerful melee attacks and flightRestricted spell availability and reduction in Harmony multiplierTransform to Dragon formCooldown 120 s · Duration 5 s · Wind-up 5 sZhao Ming has the innate power to transmogrify from human form to Dragon and back again at will, and often at the most opportune moments.
- Master of AlchemyAugment (Area) · +25% Base Missile Damage, +30% Base Weapon DamageactiveMaster of AlchemyAugment (Area)+25% Base Missile Damage+30% Base Weapon DamageCooldown 90 s · Duration 20 s · Range 35 mBase metals may be transmuted and transformed, so that they might strike harder and better at the Celestial Emperor's enemies.
- Warding IronWard Save (Area) · +5% Damage ResistancepassiveWarding IronWard Save (Area)+5% Damage ResistancePassive · Range 35 mThe strength of the Dragon can be passed to their loyal troops for a short while, so they may have some resistance to magical attack.
- 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
- Units with physical resistance — magical melee attackse.g. Hexwraiths, Cairn Wraiths, Syreens · Grand Cathay: Tiger Warrior Stalkers, Onyx Crowmen
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth
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 Zhao Ming, the Iron Dragon in battle and your lord can earn the trait
Merciless to Ming
- Magic item drop chance from battle: +10%
- Armour: +5 (Lord's army)
Even the Warp-weapons and Wizards at his disposal weren't able to prevent the defeat of the Iron Dragon by a superior general.
Zhao Ming, the Iron Dragon skill tree
63 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 Zhao Ming, the Iron Dragon's skills
- Wind HarmonyWind HarmonyUnlocks at rank 7
- Spell resistance: 10%
- Ranged DisciplineRanged DisciplineUnlocks at rank 7
- Missile resistance: 10%
- Warding IronWarding Iron
- Passive ability: "Warding Iron"
- Desert ArmourDesert Armour
- Armour: +10 for melee units (Lord's army)
- Armour: +10
- Desert WeaponsDesert Weapons
- Weapon strength: +15% for melee units (Lord's army)
- Iron StrengthIron Strength
- Melee attack: +10% for melee units (Lord's army)
- 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
- Master of MetalMaster of MetalUnlocks at rank 9
- Winds of Magic cost: -2 for "Final Transmutation Upgraded"
- Winds of Magic cost: -2 for "Plague of Rust Upgraded"
- Cooldown: -25% to Lore of Metal spells
- Lord of Shang-YangLord of Shang-Yang
- Passive ability: "Guardian" for All Ogre Kingdoms units (including mercenaries) (all armies)
- Upkeep: -25% for All Ogre Kingdoms units (including mercenaries) (Lord's army)
- Weapon Strength and Missile Strength: +20% for All Ogre Kingdoms units (including mercenaries) (all armies)
- Diplomatic relations: +20 with Grand Cathay
- Diplomatic relations: +40 with Ogre Kingdoms
- Strange AlchemyStrange Alchemy
- Hero capacity: +1 for Alchemists
- Hero recruit rank: +2 for Alchemists (factionwide)
- Construction cost: -15% for all buildings (local province)
- Iron ScaleIron Scale
- Passive ability: "Regeneration"
- Armour-piercing weapon damage: +30
- Armour-piercing weapon damage: +5% (Lord's army)
- Master of AlchemyMaster of AlchemyUnlocks at rank 9
- Ability: "Master of Alchemy" (in human form)
- Master of Alchemy: FlamingMaster of Alchemy: Flaming
- Replaces: "Master of Alchemy" (in human form)
- Ability: "Master of Alchemy: Flaming" (in human form)
- Master of Alchemy: PiercingMaster of Alchemy: Piercing
- Replaces: "Master of Alchemy" (in human form)
- Ability: "Master of Alchemy: Piercing" (in human form)
- Master of Alchemy: PoisonMaster of Alchemy: Poison
- Replaces: "Master of Alchemy" (in human form)
- Ability: "Master of Alchemy: Poison" (in human form)
- Hard to HitHard to Hit
- Melee defence: +5
- Devastating ChargeDevastating Charge2 levelsLevel 1
- Charge bonus: +15
- Charge bonus: +30
- Full Plate ArmourFull Plate Armour2 levelsLevel 1
- Armour: +7
- Armour: +15
- Scarred VeteranScarred Veteran2 levelsLevel 1
- Hit points: +7%
- Hit points: +15%
- Deadly BladeDeadly Blade2 levelsLevel 1
- Melee attack: +6
- Melee attack: +12
- Foe-SeekerFoe-Seeker
- Ability: "Foe-Seeker" (in human form)
- Wound-MakerWound-Maker2 levelsLevel 1
- Weapon strength: +10%
- Weapon strength: +20%
- Blade MasterBlade Master2 levelsLevel 1
- Melee attack: +6
- Melee attack: +12
- IndomitableIndomitable2 levelsLevel 1
- Leadership: +6
- Leadership: +12
- Blade ShieldBlade Shield2 levelsLevel 1
- Melee defence: +6
- Melee defence: +12
- Deadly OnslaughtDeadly Onslaught
- Ability: "Deadly Onslaught" (in human form)
- Plague of RustPlague of Rust2 levelsLevel 1
- Overcast spell: "Plague of Rust Upgraded"
- Cooldown: -30% to "Plague of Rust"
- Miscast base chance: -15% for "Plague of Rust Upgraded"
- Winds of Magic cost: -1 for "Plague of Rust"
- Winds of Magic cost: -1 for "Plague of Rust Upgraded"
- Spell: "Plague of Rust" (in human form)
- Overcast spell: "Plague of Rust Upgraded"
- Cooldown: -50% to "Plague of Rust"
- Strength of YangStrength of Yang
- Passive ability: "Strength of Yang"
- MetalshiftingMetalshifting
- Passive ability: "Metalshifting"
- Dragon's BreathDragon's Breath2 levelsLevel 1
- Cooldown: -30% to "Dragon's Breath"
- Overcast spell: "Dragon's Breath Upgraded"
- Cooldown: -50% to "Dragon's Breath"
- Miscast base chance: -15% for "Dragon's Breath Upgraded"
- Overcast spell: "Dragon's Breath Upgraded"
- Winds of Magic cost: -1 for "Dragon's Breath"
- Winds of Magic cost: -2 for "Dragon's Breath Upgraded"
- Wall of Wind & FireWall of Wind & Fire2 levelsLevel 1
- Cooldown: -30% to "Wall of Wind & Fire"
- Spell: "Wall of Wind & Fire" (in human form)
- Overcast spell: "Wall of Wind & Fire Upgraded" (in human form)
- Cooldown: -50% to "Wall of Wind & Fire"
- Spell: "Wall of Wind & Fire" (in human form)
- Miscast base chance: -15% for "Wall of Wind & Fire Upgraded"
- Overcast spell: "Wall of Wind & Fire Upgraded" (in human form)
- Winds of Magic cost: -2 for "Wall of Wind & Fire"
- Winds of Magic cost: -3 for "Wall of Wind & Fire Upgraded"
- Glittering RobeGlittering Robe2 levelsLevel 1
- Spell: "Glittering Robe" (in human form)
- Overcast spell: "Glittering Robe Upgraded" (in human form)
- Cooldown: -30% to "Glittering Robe"
- Miscast base chance: -15% for "Glittering Robe Upgraded"
- Winds of Magic cost: -1 for "Glittering Robe"
- Winds of Magic cost: -2 for "Glittering Robe Upgraded"
- Spell: "Glittering Robe" (in human form)
- Overcast spell: "Glittering Robe Upgraded" (in human form)
- Cooldown: -50% to "Glittering Robe"
- EvasionEvasion
- Passive ability: "Evasion"
- Constellation of the DragonConstellation of the Dragon2 levelsLevel 1
- Cooldown: -30% to "Constellation of the Dragon"
- Spell: "Constellation of the Dragon" (in human form)
- Overcast spell: "Constellation of the Dragon Upgraded" (in human form)
- Cooldown: -50% to "Constellation of the Dragon"
- Spell: "Constellation of the Dragon" (in human form)
- Miscast base chance: -15% for "Constellation of the Dragon Upgraded"
- Overcast spell: "Constellation of the Dragon Upgraded" (in human form)
- Winds of Magic cost: -2 for "Constellation of the Dragon"
- Winds of Magic cost: -3 for "Constellation of the Dragon Upgraded"
- Final TransmutationFinal Transmutation2 levelsLevel 1
- Spell: "Final Transmutation" (in human form)
- Overcast spell: "Final Transmutation Upgraded" (in human form)
- Cooldown: -30% to "Final Transmutation"
- Miscast base chance: -15% for "Final Transmutation Upgraded"
- Winds of Magic cost: -2 for "Final Transmutation"
- Winds of Magic cost: -4 for "Final Transmutation Upgraded"
- Spell: "Final Transmutation" (in human form)
- Overcast spell: "Final Transmutation Upgraded" (in human form)
- Cooldown: -50% to "Final Transmutation"
- 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
- UnyieldingUnyielding3 levelsLevel 1
- Melee attack: +4 for Peasant Long Spearmen, Celestial Dragon Guard, Jade Warriors, Jade Warriors (Halberds), Tiger Warriors (Dual Axes), Tiger Warrior Stalkers and Iron Claw Tiger Warriors units (Lord's army)
- Melee attack: +4 for Peasant Long Spearmen, Celestial Dragon Guard, Jade Warriors, Jade Warriors (Halberds), Tiger Warriors (Dual Axes), Tiger Warrior Stalkers and Iron Claw Tiger Warriors units (Lord's army)
- Melee defence: +4 for Peasant Long Spearmen, Celestial Dragon Guard, Jade Warriors, Jade Warriors (Halberds), Tiger Warriors (Dual Axes), Tiger Warrior Stalkers and Iron Claw Tiger Warriors units (Lord's army)
- Melee attack: +6 for Peasant Long Spearmen, Celestial Dragon Guard, Jade Warriors, Jade Warriors (Halberds), Tiger Warriors (Dual Axes), Tiger Warrior Stalkers and Iron Claw Tiger Warriors units (Lord's army)
- Melee defence: +6 for Peasant Long Spearmen, Celestial Dragon Guard, Jade Warriors, Jade Warriors (Halberds), Tiger Warriors (Dual Axes), Tiger Warrior Stalkers and Iron Claw Tiger Warriors units (Lord's army)
- Sure AimSure Aim3 levelsLevel 1
- Missile strength: +6% for Peasant Archers, Celestial Dragon Crossbows, and Jade Warrior Crossbows units (Lord's army)
- Missile strength: +6% for Peasant Archers, Celestial Dragon Crossbows, and Jade Warrior Crossbows units (Lord's army)
- Range: +5% for Peasant Archers, Celestial Dragon Crossbows, and Jade Warrior Crossbows units (Lord's army)
- Missile strength: +9% for Peasant Archers, Celestial Dragon Crossbows, and Jade Warrior Crossbows units (Lord's army)
- Range: +10% for Peasant Archers, Celestial Dragon Crossbows, and Jade Warrior Crossbows units (Lord's army)
- Eastern FiresEastern Fires3 levelsLevel 1
- Ammunition: +5% for Iron Hail Gunners, Crane Gunners, Nan-Gau Grenadiers, Grand Cannon and Fire Rain Rocket units (Lord's army)
- Ammunition: +12% for Iron Hail Gunners, Crane Gunners, Nan-Gau Grenadiers, Grand Cannon and Fire Rain Rocket units (Lord's army)
- Missile strength: +6% for Iron Hail Gunners, Crane Gunners, Grand Cannon and Fire Rain Rocket units (Lord's army)
- Ammunition: +20% for Iron Hail Gunners, Crane Gunners, Nan-Gau Grenadiers, Grand Cannon and Fire Rain Rocket units (Lord's army)
- Missile strength: +8% for Iron Hail Gunners, Crane Gunners, Grand Cannon and Fire Rain Rocket units (Lord's army)
- Mighty ChargeMighty Charge3 levelsLevel 1
- Charge bonus: +12% for Peasant Horsemen, Jade Lancers and Great Longma Riders units (Lord's army)
- Charge bonus: +12% for Peasant Horsemen, Jade Lancers and Great Longma Riders units (Lord's army)
- Weapon strength: +6% for Peasant Horsemen, Jade Lancers and Great Longma Riders units (Lord's army)
- Charge bonus: +18% for Peasant Horsemen, Jade Lancers and Great Longma Riders units (Lord's army)
- Weapon strength: +8% for Peasant Horsemen, Jade Lancers and Great Longma Riders units (Lord's army)
- Stone GazeStone Gaze3 levelsLevel 1
- Weapon strength: +4% for Wu Xing War Compass, Zhangu War Drum, Jade Lion, Jet Lion and Terracotta Sentinel units (Lord's army)
- Armour: +6 for Wu Xing War Compass, Zhangu War Drum, Jade Lion, Jet Lion and Terracotta Sentinel units (Lord's army)
- Weapon strength: +8% for Wu Xing War Compass, Zhangu War Drum, Jade Lion, Jet Lion and Terracotta Sentinel units (Lord's army)
- Armour: +12 for Wu Xing War Compass, Zhangu War Drum, Jade Lion, Jet Lion and Terracotta Sentinel units (Lord's army)
- Weapon strength: +12% for Wu Xing War Compass, Zhangu War Drum, Jade Lion, Jet Lion and Terracotta Sentinel units (Lord's army)
- Sky FireSky Fire3 levelsLevel 1
- Weapon strength: +4% for Onyx Crowmen, Celestial Lion and Great Moon Bird units (Lord's army)
- Speed: +5% for Sky Lantern, Sky-junk, Onyx Crowmen, Celestial Lion and Great Moon Bird units (Lord's army)
- Weapon strength: +8% for Onyx Crowmen, Celestial Lion and Great Moon Bird units (Lord's army)
- Missile strength: +8% for Sky Lantern and Sky-junk units (Lord's army)
- Speed: +10% for Sky Lantern, Sky-junk, Onyx Crowmen, Celestial Lion and Great Moon Bird units (Lord's army)
- Weapon strength: +12% for Onyx Crowmen, Celestial Lion and Great Moon Bird units (Lord's army)
- Missile strength: +12% for Sky Lantern and Sky-junk units (Lord's army)
- Speed: +15% for Sky Lantern, Sky-junk, Onyx Crowmen, Celestial Lion and Great Moon Bird units (Lord's army)
- Rally!Rally!
- Enables: "Rally!" (in human form)
- Blades of the BastionBlades of the Bastion
- Leadership: +6 for Peasant Long Spearmen, Celestial Dragon Guard, Jade Warriors, Jade Warriors (Halberds), Tiger Warriors (Dual Axes), Tiger Warrior Stalkers and Iron Claw Tiger Warriors units (Rank 7 and above) (Lord's army)
- Spell resistance: 10% for Peasant Long Spearmen, Celestial Dragon Guard, Jade Warriors, Jade Warriors (Halberds), Tiger Warriors (Dual Axes), Tiger Warrior Stalkers and Iron Claw Tiger Warriors units (Rank 7 and above) (Lord's army)
- Melee defence: +5 for Peasant Long Spearmen, Celestial Dragon Guard, Jade Warriors, Jade Warriors (Halberds), Tiger Warriors (Dual Axes), Tiger Warrior Stalkers and Iron Claw Tiger Warriors units (Rank 7 and above) (Lord's army)
- Fast HandsFast Hands
- Missile strength: +6% for Peasant Archers, Celestial Dragon Crossbows, Jade Warrior Crossbows, Iron Hail Gunners, Crane Gunners, Nan-Gau Grenadier, Grand Cannon and Fire Rain Rocket units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Peasant Archers, Celestial Dragon Crossbows, Jade Warrior Crossbows, Iron Hail Gunners, Crane Gunners, Nan-Gau Grenadier, Grand Cannon and Fire Rain Rocket units (Rank 7 and above) (Lord's army)
- Reload time reduction: +10% for Peasant Archers, Celestial Dragon Crossbows, Jade Warrior Crossbows, Iron Hail Gunners, Crane Gunners, Nan-Gau Grenadier, Grand Cannon and Fire Rain Rocket units (Rank 7 and above) (Lord's army)
- Unified ChargeUnified Charge
- Melee attack: +5 for Peasant Horsemen, Jade Lancers, Great Longma Riders, Terracotta Sentinel, Jade Lion, Jet Lion, Celestial Lion, Wu Xing War Compass and Zhangu War Drum units (Rank 7 and above) (Lord's army)
- Physical resistance: 10% for Peasant Horsemen, Jade Lancers, Great Longma Riders, Terracotta Sentinel, Jade Lion, Jet Lion, Celestial Lion, Wu Xing War Compass and Zhangu War Drum units (Rank 7 and above) (Lord's army)
- Speed: +10% for Peasant Horsemen, Jade Lancers, Great Longma Riders, Terracotta Sentinel, Jade Lion, Jet Lion, Celestial Lion, Wu Xing War Compass and Zhangu War Drum units (Rank 7 and above) (Lord's army)
- Looming LanternsLooming Lanterns
- Leadership: +6 for Sky Lantern, Sky-junk, Onyx Crowmen and Great Moon Bird units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Sky Lantern, Sky-junk, Onyx Crowmen and Great Moon Bird units (Rank 7 and above) (Lord's army)
- Range: +15% for Sky Lantern and Sky-junk units (Rank 7 and above) (Lord's army)
- Stand Your Ground!Stand Your Ground!
- Ability: "Stand Your Ground!" (in human form)
- Replaces: "Rally!"
- Route MarcherRoute Marcher
- Campaign movement range: +5%
- Iron DisciplinarianIron Disciplinarian3 levelsLevel 1
- Control: +1 (local province)
- Control: +2 (local province)
- Control: +3 (local province)
- Inspiring RecruitmentInspiring Recruitment3 levelsLevel 1
- Recruitment cost: -5% (Lord's army)
- Recruitment cost: -10% (Lord's army)
- Recruitment cost: -15% (Lord's army)
- Reassuring PresenceReassuring Presence3 levelsLevel 1
- Attrition: -10% casualties suffered from all attrition (Lord's army)
- Attrition: -20% casualties suffered from all attrition (Lord's army)
- Attrition: -30% casualties suffered from all attrition (Lord's army)
- FerventFervent3 levelsLevel 1
- Corruption: -1 (local province)
- Corruption: -2 (local province)
- Corruption: -3 (local province)
- IrrepressibleIrrepressible
- Casualty replenishment rate: +30% for this Lord (Lord's army)
- Character experience gain: +15%
- Wound recovery time: -1 turns
- 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)
- LogisticianLogistician3 levelsLevel 1
- Casualty replenishment rate: +2% (Lord's army)
- Casualty replenishment rate: +4% (Lord's army)
- Casualty replenishment rate: +6% (Lord's army)
- AlertAlert3 levelsLevel 1
- Ambush defence chance: +6% (Lord's army)
- Ambush defence chance: +16% (Lord's army)
- Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +5%
- Ambush defence chance: +30% (Lord's army)
- Chance of intercepting an army using Tunnelling, beast-paths or Worldroots: +10%
- The Great BastionThe Great Bastion
- Recruit rank: +2 for all units (Lord's army)
- Upkeep: -6% (Lord's army)
- Local recruitment capacity: +2 (local province)
Who can field it
- Grand Cathay · The Northern Provinces
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 game also has 1 summoned or scripted copy of this unit that no building or mercenary pool recruits (wh3_main_cth_cha_iron_dragon_1).
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.