Flamespyre Phoenix

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Flamespyre Phoenix
Wh2 main hef mon phoenix flamespyre.png
Overview
FactionHigh Elves
CategoryHigh Elves melee infantry
Unit size1
Recruitment
Icon treasury.png Cost (MP): 1400 (1350)
Icon hourglass.png Turns: 2
Icon income.png Upkeep: 350
Statistics
Icon stat health.png Health: 5820
Icon stat morale.png Leadership: 75
Icon stat speed.png Speed:
Icon stat attack.png Melee attack: 40
Icon stat defence.png Melee defence: 30
Icon stat charge bonus.png Charge Bonus: 50
Resistance fire.png Damage Resist Flames: 70



Weapons
Melee
Icon stat damage.png Weapon Damage: 100
Modifier icon armour piercing.png Armour-Piercing Damage: 230
Icon stat speed.png Melee Interval: 4 s
Modifier icon magical.png Magical Attacks: 1
Protection
Icon stat armour.png
Armor:
22.5%
Attributes
  • Causes fear.png Can Cause Fear: This unit frightens all enemy units, reducing their Icon stat morale.pngleadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Causes terror.png Can Cause 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.

Flamespyre Phoenix is a High Elves melee infantry unit in Total War: Warhammer II. Pure airborne majesty, it brings fire and death as it swoops down over enemy lines.

Description[edit | edit source]

The Phoenixes of Ulthuan dwell amongst the Flamespyres - great alabaster pillars of rock that stand sentinel about the Shrine of Asuryan. These constantly burn with magical flame, for Aqshy - the Wind of Fire - gusts about these rocks as it is drawn inexorably towards the Isle of the Dead. Yet Aqshy has left its mark on the more than the silent stones. Over generations, the Phoenixes have become attuned to fire magic, harnessing it at whim. When a Flamespyre Phoenix is enraged, its plumage explodes into a magical flame, causing the creature to leave a trail of angry fire in its wake. Should one be slain, it explodes, leaving naught behind but a shower of flaming cinders. If the Winds of Magic ebb, the creature perishes, as all living beings eventually must. Yet if the air is sufficiently suffused with magic, the fiery fragments swiftly recoalesce; with a booming inrush of air and a flash of searing light, the Phoenix is reborn to fight anew.

Abilities[edit | edit source]

  • Armour-Piercing: The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
  • Attuned to Magic: This unit has magical attacks and becomes stronger when the winds of magic are in full gale.
  • Death from Above: While airborne, this unit can use a special attack to damage enemies below.
  • Rebirth: When death is imminent, this unit has a chance of regaining some of its health.

Strategy[edit | edit source]

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The more aggressive of the two Phoenixes, armed with magical fire attacks as well as bombs and capable of bringing fear and terror to the enemy. Although it can be a bit micro-intensive, dropping a load of his fire bombs on enemy infantry and then charging in (preferably from behind) can cause mass routs and tons of casualties. He can also be used to support your troops against units with regeneration or physical resistance; the latter he ignores while the former gives him a hefty damage bonus. He should not be left in melee indefinitely, however, if focused on his weak armor and lower health compared to his older counterpart make him much more vulnerable. Do not rely on his rebirth ability to save him if he gets in an unfavorable matchup; it can be nice if it works, but it´s not a guarantee.