Total War: WARHAMMER Wiki
Total War: WARHAMMER Wiki
Feral Hydra
Wh2 main def war hydra.png
CategoryGreenskins monster
Unit size1
Icon treasury.png Cost (MP): 1800 (1800)
Icon hourglass.png Turns: 3
Icon income.png Upkeep: 450
Icon stat health.png Health: 9350
Icon stat morale.png Leadership: 65
Icon stat speed.png Speed:
Icon stat attack.png Melee Attack: 52
Icon stat defence.png Melee Defence: 26
Icon stat charge bonus.png Charge Bonus: 40
Resistance missile.png Missile Resistance: 35
Icon stat damage.png Weapon Damage: 140
Modifier icon armour piercing.png Armour-Piercing Damage: 300
Icon stat speed.png Melee Interval: 3.6 s
Icon stat armour.png
  • Causes fear.png Can Cause Fear: This unit frightens all enemy units, reducing their Icon stat morale.pngleadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Causes terror.png Can Cause 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.

Feral Hydra is a Greenskins monstrous unit in Total War: Warhammer II. It is only recruitable after a successful Call to WAAAGH!. A furious battlefield force; savage in combat and notoriously difficult to kill.


The Hydra is a titanic beast of the mountains, whose ill-tempered and ravenous nature has proven the doom of many an unsuspecting morsel. Indeed, so ferocious is the Hydra that campaigning armies often make wide detours to avoid intruding on such a beast's bone-strewn lair. Those that march on regardless do so either out of confidence in their battle-prowess or ignorance of the Hydra's savagery. War Hydras are notoriously difficult for their handlers to control, and a Beastmaster must be quick with his lash lest he be devoured in the enemy's stead. They are even more difficult to slay, for not only are their scaly bodies incredibly well armoured, they also regenerate damage at a frightening rate. A foe's only chance is to sever all the monsters heads in quick succession - if even a single one remains, the remainder will swiftly grow back and devour the impudent attacker for his troubles.


  • Fiery Breath: Just give the order and the Hydra's heads will spew forth their fiery breath, each competing for the brightest flame.
  • Regeneration: Regeneration allows a unit to heal while in battle. Fire is known to harm this healing process, so be warned that flaming attacks will cause more damage to units with Regeneration.
  • Scaly Skin: Scaly skin or hides help to dampen or deflect the damage caused by missile weapons, increasing this unit's Missile Resistance.
  • 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.


Click here to add a strategy!

This unit is stats wise the exact same as the Dark Elves War Hydra except on the Greenskins roster

The War Hydra excels at terrorizing enemy infantry, first incinerating them with its fiery breath, then crushing them with its charge. Although lightly armored for a monster, regeneration and high melee damage make sure few foes can stand against this many-headed glutton. 1-3 of these are never misplaced in any Dark Elf army, just remember to concentrate their attacks on a specific part of the enemy front you want to break and withdraw them to regenerate when they take too much damage. Alternatively, if you have the gold for it, just have an army of these scaly bastards and watch the world burn.