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A vision of feathered horror, its flesh undulating with unnatural energies and monstrous tongue whispering countless deceptions.

Lord of Change is a Tzeentch Tzeentch, Wh3 main dae daemon prince 256 Daemons of Chaos, and Warhost of the Apocalypse Warriors of Chaos monstrous unit introduced in Total War: Warhammer III.

Recruitment[ | ]

Summon[ | ]

Description[ | ]

As might be expected of a creature born of pure magic and bound to the will of the Master of Sorcery, a Lord of Change is a potent spellcaster. The Winds of Magic obey his every command, allowing him to summon whirling tempests of change and mutation, blast the enemies of Tzeentch with bolts of multicoloured fire or unravel the mind of an enemy spellcaster from the inside. Although a Lord of Change elects to use magic and trickery to further its ends, he is still a fearsome fighter. Countless heroes have underestimated these strange creatures, thinking their wiry frames and fluttering wings fragile.

Attributes[ | ]

  • Wh3 main tze lord of change Flying Monster
  • Spellcaster: This unit can cast spells.
  • Barrier: This unit has a barrier that absorbs damage until depleted. When not taking damage, the barrier will slowly replenish. Maximum barrier health is proporsional to remaining unit health.
  • 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.

Bound Spells[ | ]

Unit Abilities[ | ]

Passive Abilities[ | ]

Strategy[ | ]

In campaign, these units will become invaluable in the lategame due to the tech tree giving them numerous bound spells from the lores of metal and Tzeentch. This enables them to cast multiple area damage bombardments without touching your winds of magic pool.

Knowing this can skew your strategy for how you want to spend your winds of magic in an army. Since the Lords of Change will each be able to cast 2x pink fire, 2x golden hounds, 2x infernal gateway and 2x firestorm of tzeentch all for free, the player will have an abundance infantry clearing power. They also bring 2x blue fire for single target sniping but this is overall minor compared to 50+WoM of bound area damage. The player may therefore reserve the WoM pool for spamming blue fire or final transmutation on single entities or cavalry in order to balance the killing power of all the magic available.

In any case, including 2+ of these units in every army is a no-brainer in any Tzeentch campaign once the player had unlocked some of their spells in the tech tree.

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