Lore of the Little Waaagh!

The  is a lore of magic introduced in Total War: Warhammer on the game's release. It can only be used by the Greenskins.

Sneaky Stealin'
Goblin Shamans are sneaky and will steal the power from the enemy Wizard, cackling manically while doing so
 * The Passive of the Lore, active mapwide on casting another spell.
 * Reduced power recharge rate

=Spells=

Curse of Da Bad Moon
With a chilling howl, the Shaman summons a great pale moon with a leering goblinoid face and large, tusk-like fangs.


 * Type: Vortex
 * Duration: 26 Seconds
 * Cooldown: 55 Seconds
 * Target: Ground, 150m
 * Cost: 14 Winds of Magic
 * Causes magical damage
 * Large, moving area of effect
 * Can disrupt unit formation
 * Strong vs. multiple units
 * Weak vs. single combatants
 * Da Nasty Curse! (26 Seconds)
 * -34 Melee attack, -24% Speed, -30 Armour
 * Overcast: 21 Winds of Magic
 * Extended duration: 52 Seconds

Gork'll Fix It
The Shaman points a bony finger at a nearby enemy, cursing them in the name of Gork.


 * Type: Hex
 * Duration: 21 Seconds
 * Cooldown: 43 Seconds
 * Target: Ground, enemy, instantly affects units in range
 * Effect Range: 40m
 * Cost: 7 Winds of Magic
 * -24% Speed
 * -18% Charge Bonus
 * -18% Vigour

Itchy Nuisance
By vigorously scratching his armpits - cackling maniacally as he does so - the Shaman projects painful chafing onto a nearby foe.


 * Type: Hex
 * Duration: 20 Seconds
 * Target: Enemy, Ground, 200m
 * Cooldown: 44 Seconds
 * Cost: 8 Winds of Magic
 * Effect Range: 40m
 * -22% Weapon Damage
 * -34 Melee attack

Night Shroud
The Shaman throws a black-capped nightshade mushroom into the air, which bursts into a cloud of murky darkness.


 * Type: Hiding
 * Duration: 57 Seconds
 * Cooldown: 63 Seconds
 * Target: Ground, enemy, affects enemies in range
 * Effect range: 75m
 * Cost: 8 Winds of Magic
 * -96% Visibility range
 * -30 Accuracy
 * Overcast: 13 Winds of Magic
 * Increased effect range to 110m

Sneaky Stabbin'
The targets of this spell are driven to go right after "hurty bitz" or sneak up on opponents at unexpected angles.


 * Type: Augment
 * Duration: 15 Seconds
 * Cooldown: 22 Seconds
 * Target: Ally, 200m
 * Cost: 4 Winds of Magic
 * +18% Armour-piercing damage
 * +34 Melee attack

Vindictive Glare
Green bolts of purest spite burst forth from the Shaman and streak towards the enemy.


 * Type: Magic Missile
 * Target: Enemy, 250m
 * Cooldown: 24 Seconds
 * Cost: 6 Winds of Magic
 * Causes moderate magical damage
 * Good from a high angle
 * Good against large combatants
 * Strong vs. a single combatant
 * Overcast cost: 11 Winds of Magic
 * Increased number of missiles when overcast

=Units=

Strategy
The Lore attribute is nice for limiting enemy magic, however it is difficult to know how truly effective it is because you never see the enemies Winds of Magic. If you are going up a faction that relies on magic like Vampire Counts or Vampire Coast, this may be a good attribute to take.

Vindictive Glare is a cheap spell that is good for sniping enemy lords or other large monsters. Sneaky Stabbin is good for boosting the generally low armour piercing of Greenskin units as well as a sizable melee attack boost. Itchy Nuisance is similar but debuffs an enemy's damage instead. Both are good and useful in key engagements.

Gork'll Fix it is a good debuff spell for lowering speed and reducing Vigour of a unit. A bit of a niche spell, but good for catching a fast enemy. Night Shroud is a niche spell for sneaking around the battlefield, good for hiding a key unit or a surprise flank on a vulnerable enemy. It can be used very creatively, but is incredible. Curse of Da Bad Moon is the most direct spell in the Lore and is costly, but does a lot of damage. It also inflicts a nasty Contact Effect that reduces enemy combat effectiveness for a long time.

Lore Attributes
The Wild Heart improve to recharge rate boosts regen by .075. This is half of Life Leeching (Lore of Death) and Power of Da Waaagh! (Lore of Big Waaagh!) which improve regen by .15. This makes sense as Wild Heart also improves power reserves by 10 winds. What is also interesting is that Sneaky Stealin (Lore of Little Waagh!) reduced recharge rates also does .075. This means that if Wild Heart and Sneaky Stealin' were active at the same time they would cancel each other out. Whereas Sneaky Stealin would only halve the effectiveness of the other two mentioned above.

Source: https://twwstats.com/abilities?q=&right=2049963969484436867