Helman Ghorst

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Helman Ghorst
Vampire helman.png
FactionVampire Counts
CategoryVampire Counts spellcaster legendary lord
Unit size1
Icon treasury.png Cost (MP): 1000 (450)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 250
Icon stat health.png Health: 3456
Icon stat morale.png Leadership: 70
Icon stat speed.png Speed: 34
Icon stat attack.png Melee attack: 30
Icon stat defence.png Melee defence: 44
Icon stat charge bonus.png Charge Bonus: 12
Resistance missile.png Damage Resist Missiles: 15
Icon stat damage.png Weapon Damage: 220
Modifier icon armour piercing.png Armour-Piercing Damage: 120
Icon stat speed.png Melee Interval: 4 s
Icon stat range.png Range: 1
Icon stat armour.png
  • 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.
  • Encourages.png Encourage: This unit provides a Icon stat morale.pngleadership 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.png Hide (forest): This unit can hide in forests until enemy units get too close.
  • Undead.png Undead: The unit is Undead (does not rout, immune to terror, becomes unstable when is low).
Helman Ghorst requires The Grim and the Grave DLC to be playable.

Helman Ghorst is a Vampire Counts spellcaster legendary lord introduced in Total War: Warhammer via DLC. His powerful spells are devastating on the battlefield.

Description[edit | edit source]

What is death but an obstacle to be overcome? There is no true death beneath the eternal night.

Helman Ghorst was once a man, yet that life was ripped from him by the uncaring vicissitudes of fate. The loss of his father and brothers to plague sent Ghorst into an obsessive madness; he began studying the black arts in the hope of returning his lost kith to life. Inevitably, he drew the attention of the Witch Hunter, von Kordon, and so abandoned Templehof and fled to Vargravia, taking the corpses of his brothers and father with him, determined to find a way to return them to life through Necromancy. It was here, forsaken in a corrupted land, that he attracted the attention of Mannfred von Carstein. Rather than killing Ghorst, the Count revealed further dark secrets to him, transforming Helman into something beyond the grief-maddened man from Templehof. Now, he is carried through the night on a bone-ridged cart, pulled not by horses, but by the brothers he so desperately wished to save – each a once-handsome farrier restored to a mockery of life, forced to stumble along at the head of their kin’s unloving host.

Abilities[edit | edit source]

  • Regeneration: Regeneration allows a unit to heal while in battle. Fire is known to harm this healing process, so be warned that flaming attacks will cause more damage to units with Regeneration.
  • Spellcaster: This unit can cast spells.

Active Abilities[edit | edit source]

Passive Abilities[edit | edit source]

Spells[edit | edit source]

Helman Ghorst uses a combination of spells from the Lore of Vampires, and one unique spell.

Mounts[edit | edit source]

Items[edit | edit source]

Campaign effets[edit | edit source]

When chosen as starting lord:

Strategy[edit | edit source]

Click here to add a strategy!

That Ghorst provides poison attacks to his entire army (when chosen as your first lord) is a huge boon that drastically improves the effectiveness of his army. It should be noted that poison does not stack, so units that have poison attacks already receive no benefit. Because they are balanced around the fact that they inflict poison, it is better to recruit units that do not innately have poison (as they will receive the benefit from his bonus).

He has a unique variant of the Raise Dead Spell which summons Grave Guards instead of Zombies and a Wight King instead of Skeleton Warriors when overcast.