The Sphinx of Usekph (Necrosphinx) is a Tomb Kings melee infantry unit in Total War: Warhammer II: Rise of the Tomb Kings. The fury of the gods made stone, these chosen Sphinxes augment their brutal scythe-attack with magic and fire.
Necrosphinxes are nightmarish beasts of destruction that glide through the air in bounding leaps before falling amongst their terrified prey, scything down the living as mortals reap the wheat of the field. None can stand against such terrifying beings, and only when all before them have been butchered will they stop. A Necrosphinx is a bizarre and horrifying statue - a strange amalgamation of the mythical beasts that are said to inhabit the Nehekharan Underworld, maintaining order amongst the honoured dead. It has a torso and face of a man, and is armed with gigantic, scything blades that can sever the neck of a Dragon in a single slice. Many also have a scorpion-like tail, better enabling them to stand sentry against the predations of evil. Finally, sprouting from the statue's back are a pair of ornate wings which mimic those of the falcons that circle the highest levels of the Underworld, keeping watch so that the souls of the damned may not escape.
- ↑ Anti-Large: Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
- ↑ 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.
- ↑ Armoured: Armoured units can block damage from any source apart from Armour-Piercing damage.
- ↑ Causes 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.
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One of the best monster killers in the game, the Sphinx is a terror to most anything large. It has great melee stats and a large bonus vs. large that will ensure it dominates any duel it gets in. It also has flaming magical attacks so regeneration (and its inherent 25% fire weakness) will only amplify the Sphinx's damage. There are some niches where fire damage can hamper its effectiveness due to their flame or magic resistance. The Flamespyre Phoenix is a good example.
Teaming the Sphinx with another large unit or a mobile chariot (Settra on the Chariot of the Gods for example) squad can ensure that the Sphinx never gets bogged down or its targets never get away.