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Chameleon Skinks is a Lizardmen missile infantry unit in Total War: Warhammer II. Unseen on the battlefield, but felt when their deadly darts bring down enemies in their droves.


The Chameleon Skink was believed extinct - their only spawning ground, the sacred spawning pools of the temple-city Pahaux, was utterly destroyed when the polar gates fell. For an age, it was thought this was it for the Chameleon Skink, but they eventually began spawning again, and at an alarming rate. Some Skink Priests, keen to explain away their lack of understanding, speculate that their prolific return is part of the Old Ones' Great Plan for how the world should be. Occasionally - a rarity amongst rarities - an exceptionally uncommon breed of Chameleon Skink will emerge from the spawning pools, smarter and stronger than the others; these roam further, mounting deadly ambushes and bold strikes against specific foes. Famously, bands of Chameleon Skink Chiefs fought fiercely against the Chaos hordes when the polar gates fell, fighting on even as the world turned to ruin around them.


  • Aquatic: Where other units of small stature struggle to fight and move in shallow water, Aquatic units excel.
  • Chameleon: This unit can move hidden in any terrain and is exceptionally hard to target with missile attacks.
  • Fire Whilst Moving: This unit can fire while on the move.
  • Vanguard Deployment: This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.


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Chameleon Skinks are the more elite version of Skink Skirmishers. Everything Skirmishers do, Chameleon Skinks do a little better. They are very fast for infantry, inflict poison with their missiles, can fire whilst moving, and have 40% missile resistance. This makes them excellent skirmishers who can out trade every other skirmish unit in a missile fight. In melee, they are also not bad for ranged units. Most units they fight will also be poisoned, reducing the gap in melee stats.

Their own damage output is rather poor, particularly against heavily armored foes. They can be useful for kiting and distracting enemy cavalry or supporting your front line by pelting the enemy with poisoned darts from behind.