“ | The fury of the gods made stone, these chosen Sphinxes augment their brutal scythe-attack with magic and fire. | „ |
The Sphinx of Usekph (Necrosphinx) is a Tomb Kings Regiment of Renown monster unit introduced in Total War: Warhammer II with Rise of the Tomb Kings.
Recruitment[ | ]
Description[ | ]
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.
Attributes[ | ]
- Monster
- ▲ Armoured: Armoured units can block damage from any source apart from Armour-Piercing damage.
- ▲ 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.
- ▲ Anti-Large: 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.
- ▲ 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.
Unit Abilities[ | ]
Passive Abilities[ | ]
Difference from Necrosphinx[ | ]
- New Imbuement: Flaming Attacks
- New Imbuement: Magical Attacks
- Health increased to from 8960 to 9780
- Fire Resistance increased to 20%
- Melee Attack increased to 61
- Leadership reduced overall to 65
- Cost increased from 2000 to 2350 (MP)
Strategy[ | ]
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 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 and Arcane Phoenix are a good example. On the same note, a forest unit like a Treeman would be shredded (40% flame weakness and the sphinx's magic attacks would ignore their 20% Physical resistance)
On top of this, Tomb Kings have relatively little access to fire damage, so this unit offers a valuable utility.
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.
Trivia[ | ]
- The Liche Priests do not think that a Necrosphinx is animated by the soul of a valiant warrior like the other war-statues that walk beside the Tomb King's skeletal legions. Instead, they believe that the sinister gods, Pha'a and Usekph, breathed life into these horrifying creations.
|