Malagor the Dark Omen

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Malagor the Dark Omen
Malagor.png
Commander.png
Overview
FactionBeastmen
CategorySpellcaster legendary lord infantry
Unit size1
Recruitment
Icon treasury.png Cost (MP): 1200 (600)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 300
Statistics
Icon stat health.png Health: 3729
Icon stat morale.png Leadership: 65
Icon stat speed.png Speed: 38
Icon stat attack.png Melee attack: 50
Icon stat defence.png Melee defence: 45
Icon stat charge bonus.png Charge Bonus: 50
Resistance missile.png Damage Resist Missiles: 15
Weapons
Melee
Icon stat damage.png Weapon Damage: 265
Modifier icon armour piercing.png Armour-Piercing Damage: 135
Icon stat speed.png Melee Interval: 4 s
Icon stat range.png Range: 1
Protection
Icon stat armour.png
Armor:
11.25%
Attributes
  • 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.

Malagor the Dark Omen is a spellcaster infantry legendary lord for the Beastmen. Where the Crowfather treads, mayhem and destruction always follow close behind.

Description[edit | edit source]

The Beastmen believe that Malagor is the doom of mankind personified. He is a figure of nightmare across the entire Great Forest, revered by the Beastmen but feared above all by superstitious humans. To man, Malagor represents the downfall of all they hold dear. Vilified by the Cult of Sigmar as the epitome of sin due to his many blasphemies, a sighting of Malagor is the most terrifying portent of all. He is the winged fiend that rises from the benighted forests to challenge the gods of men. He is the devil rendered in woodcut in ancient tomes, kept under lock and key lest the terrible secrets within blast the sanity of any who read them.

Abilities[edit | edit source]

Campaign Effects[edit | edit source]

When chosen as starting lord:

Additional Starting Units

Lord Effects

  • Campaign movement.png Campaign movement range: +10%
  • Wizard.png Bray-Shaman Hero capacity: +2
  • Diplomacy.png Diplomatic relations: +30 with Beastmen Warherds factions
  • +2 horde growth
  • Hero recruit rank +3 for Bray-Shamans (lord's army)
  • -8% enemy replenishment (local province)
  • -8 enemy leadership (local province)

Start Position[edit | edit source]

Wh dlc03 political party beastmen malagor.png

Items[edit | edit source]

Mounts[edit | edit source]

  • None

Strategy[edit | edit source]

Click here to add a strategy!

Malagor starts in the Badlands surrounded by enemies. In Mortal Empires, there are vampires, Greenskins, and Skaven. He should focus on playing defensively, knocking out small factions and razing what they need to level up the horde and gain income. It is probably best to migrate away from such a chaotic region, perhaps moving North to the Border Princes or South to the Tomb Kings.

In battle, his starting giant and the Lore of the Wild Malagor has access to should carry most of the early fights. Given that he does not gain any bonuses to a specific unit, it is probably best to push aggressively towards putting Minotaurs in his armies.