Khazrak the One-Eye

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Khazrak the One-Eye
CategoryBeastmen legendary lord
Unit size1
Icon treasury.png Cost (MP): 1050 (1050)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 250
Icon stat health.png Health: 3729
Icon stat morale.png Leadership: 75
Icon stat speed.png Speed: 42
Icon stat attack.png Melee attack: 60
Icon stat defence.png Melee defence: 52
Icon stat charge bonus.png Charge Bonus: 70
Resistance missile.png Damage Resist Missiles: 15
Icon stat damage.png Weapon Damage: 320
Modifier icon armour piercing.png Armour-Piercing Damage: 170
Icon stat speed.png Melee Interval: 4 s
Icon stat range.png Range: 1
Icon stat armour.png
  • 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.
  • Attribute guerrilla deploy.png Vanguard Deployment: This unit can deploy outside the deployment zone.
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.

Khazrak the One-Eye is a Beastmen legendary Lord unit in the Call of the Beastmen DLC. He is the main playable Lord in the An Eye For An Eye mini-campaign. More than a savage and destructive beast, Khazrak has a keen mind for strategy combined with animal cunning and guile.


Possessing a ruthless cunning far above that of his bestial kin, Khazrak the One-Eye is the most dangerous and powerful Beastlord in the Drakwald. He has plagued the region for years, descending without warning and then slipping away into the shadows once more. Khazrak has a unique ability to control and harness the unruly spirit of the herd and devise simple but effective battle plans. He is unlike most Beastmen, his patient and cunning mind at odds with the normal headstrong nature of his kind. Khazrak's warband roams the Drakwald terrorising the townships and roads, and never before has a Beastman leader proven so elusive to retribution. No one is spared in Khazrak's attacks, his superbly trained Warhounds chasing down the few who manage to escape.


  • Armoured: Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Melee Expert: Melee Experts might have a very strong melee attack or melee defence, or high values in both. Some also have melee-focused skills like Charge Defence. Use them to counter other strong melee units. When facing them, it is best to take them out before they can enter melee.
  • Vanguard Deployment: This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.

Campaign effects[edit]

When chosen as starting lord:

Additional Starting Units

Lord Effects

  • Morale.png Leadership: +10 when fighting against humans (all forces)
  • Income.png Income from raiding: +40%
  • Charge.png Charge bonus: +10 for Bestigor Herd units (all forces)
  • Recruitment cost -50% for Bestigors (lord's army)
  • +3 Recruit rank Bestigors
  • -30% Upkeep Bestigors




Start Position[edit]

The Old World, Mortal Empires[edit]

Wh dlc03 bst beastmen.png

An Eye For An Eye[edit]


Click here to add a strategy!

In terms of Multiplayer, Khazrak leaves a lot to be desired. Morghur is the best Legendary Lord because he regenerates and provides useful utility, Malagor follows because he has magic. Khazrak however, lacks the health or defensive capabilities to preserve himself or provide utility like the others. He is a fearsome melee combatant, but one slip up against a faction that can focus him down with arrows or Characters will kill him very quickly. As such, Khazrak is better as a niche pick to throw your opponent off guard. He should be committed to only the most important engagements and kept moving on his chariot so that he is never pinned down.

In Campaign, Khazrak gets enormous benefits to Bestigors. It is really a competition to stay alive until you can spam armies of them to fight off all but the heaviest infantry. His starting Minotaurs go a long way to destroying any early game army, as they are arguably the best unit on the Beastmen roster. Obviously with the Leadership bonus it is best to fight against human factions especially in the early game as Beastmen units have overall low morale.

Some suggestions for starting moves is to first destroy Estalia then work your way north into Bretonnia. If you can knock out a faction or two that is great but it won't really matter. You just want to maximize horde growth, character experience, loot, and weaken your enemies. Avoid fighting a head to head engagement, always be ambushing or hiding and attacking on your terms. You never want to be the defender (unless you have a second Lord as bait) because that means you were caught. From there work your way East into the Empire, again knocking out factions if you can. Perhaps wise to ally with other "evil" factions like Clan Skryre, Clan Moulder, Norsca, etc. The biggest threat to you is the late game consolidation of "good" or order factions, so you need to head them off as soon as possible.


In Warhammer I, Khazrak's trait allowed him -3% reduction to recruitment (or upkeep can't remember) for Bestigors. This led to him being a bit of a meme when it came to Warhammer II and most units would get at least a 10% reduction but more likely 50%.