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The Tomb Kings know nothing but rage and the desire to reclaim their lost kingdoms.

Tomb King is a Tomb Kings Tomb Kings Lord unit introduced in Total War: Warhammer II with Rise of the Tomb Kings.

Recruitment[ | ]

  • Selecting any Settlement and recruiting them in the Lord Recruit tab

Description[ | ]

Tomb Kings are the ancient, long-dead rulers of Nehekhara. Their mummified corpses have been awakened by magical incantations, and their bodies are now inhabited by their undying, vengeful spirits. Reborn to a mocking imitation of life, transformed into hideous cadavers whose kingdoms have been plundered and lost, the Tomb Kings' rage fuels an unremitting need to conquer; they are the true monarchs of the dead, and they are coming to reclaim their rightful dominion. Revived by the rituals of the Liche Priests, a Tomb King awakens from the sleep of death possessing all the ambition and lust for power he had in life. Every Tomb King seeks to reclaim his plundered treasures and restore his ancient glory. If this means the subjugation and destruction of foreign lands, then his army, loyal even in death, rises from its rest at his command. Although it is the magic of the Liche Priests that animates the Tomb King's army, it is by the indomitable will of the Tomb King himself that they move and fight. Every Tomb King is an aggressive warlord, able to instil their warriors with their own unyielding vigour.

Attributes[ | ]

  • Infantry sword Sword Infantry
  • Armoured & Shielded: Armoured units can block damage from any source apart from Modifier icon armour piercingArmour-Piercing damage. Modifier icon shieldShields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
  • Anti-Infantry: Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.
  • 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.

Unit Abilities[ | ]

Active Abilities[ | ]

Campaign only[ | ]

Passive Abilities[ | ]

Item Abilities (Multiplayer)[ | ]

Mounts[ | ]

Talent Tree[ | ]

Strategy[ | ]

The Tomb King is a decently strong lord especially given that they are the Tomb Kings' sole lord option aside from your Legendary Lord. He is a fighter lord, and can be mounted on a Khemrian Warsphinx making him an anti-infantry army pounder. Dueling powerful mounted Lords he will fall behind, so bring some anti-large support like Ushabti greatbows. They start with the Immortality skill, so try to draft those with the Traits that best compliment your strategy. The six Dynasty Tomb Kings obtained from the Technology Tree will be your strongest Lords aside from your Legendary Lord.

The Khemrian Warsphinx is a great anti-infantry mount that can duel other monsters decently well. The Skeleton Chariot if you want mobility, but want to be able to cycle charge enemies into oblivion.

My Will Be Done is a useful passive ability especially for buffing the stats of the usually weak skeleton front line. Reanimate is a strong leadership buff if a key construct unit is crumbling. Tombstrike is a good ability that improves the damage capabilities of the unit in a duel.

Their greatest weakness is their inability to cast spells, which makes Liche Priests absolutely necessary in any army.

A well-known exploit involves the use of Tomb King Lords recruited at Rank 4 or above, which allows the player to place skill points in the blue line until the +3 canopic jars per turn skill is filled, then disbanding or replacing the lord with another and repeating. The inactive Lords will still grant their factionwide buffs, so the canopic jars will continue accruing in the background for the rest of the game and the player can repeat this as often as new Tomb King lords become available (every turn). Another skill point granted at level 10 grants +1 recruit rank for Tomb Princes, which is another skill that remains effective on inactive lords. Lord recruit rank can be increased in the Liche Priest skill tree or with the Tier 4 building (Royal Burial Chamber).

Tomb King lords generally have a number of abilities/items active around 50% health bar. The Curse damages all nearby units after dropping below 50% health and the Scorpion armour provides a flat damage resistance at the same point. Both are useful in a variety of scenarios and useful to bring along. The Amulet is not amazing unless you have a missile build that can destroy an enemy with focus fire (nets from the lore of light can help in this regard). The above is from a multiplayer perspective, not campaign.

Gallery[ | ]

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