“ | A magical automaton granted a semblance of consciousness by the Raven, its unstable flesh cycling through endless shapes, colours and faces. | „ |
Iridescent Horror (Tzeentch) is a Tzeentch and
Daemons of Chaos Hero unit introduced in Total War: Warhammer III.
Recruitment[ | ]
Daemons of Chaos
- Unlocked with:
Tzeentch's Boon II (
TG: 550)
- Selecting a Settlement and recruiting it in the Hero Recruit panel
- Unlocked with:
Tzeentch
Unlocked with: Moment of Potential
Description[ | ]
As the magically fashioned slaves of Tzeentch, Horrors are considered automatons to be expended as part of a carefully wrought plan. Should a servant of greater power be required, Tzeentch will create an Iridescent Horror, a more stable type of Horror. Iridescent Horrors are often the same lurid hue as Pink Horrors, but do not morph into a pair of Blue Horrors when struck. Such Daemons have enough consciousness to direct others of their kind without constant guidance from a Lord of Change, directing furious sorcery against Tzeentch's enemies.
Attributes[ | ]
Wizard
- ▲ 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.
- ▲ Flaming Attacks: This unit inflicts flaming attacks. Units hit by flaming attack heal at half the usual rate whilst
'on fire' and sustain additional damage if vulnurable to fire.
Spells[ | ]
Pink Fire of Tzeentch
Blue Fire of Tzeentch
Treason of Tzeentch
Glean Magic
Tzeentch's Firestorm
Infernal Gateway
Hero Actions[ | ]
Embed Hero[ | ]
Constant Local Effect[ | ]
Target[ | ]
Unit Abilities[ | ]
Active Abilities[ | ]
Campaign Only[ | ]
Passive Abilities[ | ]
Campaign Only[ | ]
Mounts[ | ]
Talent Tree[ | ]
Strategy[ | ]
In campaign, any Heroes with Replenish Troops should be used. Extra replenishment never goes wrong.
In battles, they're pretty much spellcasters that uses a pretty powerful Lore of Tzeentch (or Metal, depends on your preferred Lore of Magic). Getting a Disc of Tzeentch or Burning Chariot will allow them to do some extra damage if you can manage cycle charge and will allow them to easily go around the map and cast their spells whenever it is needed, or use them to flank the ranged units/enemy's powerful artillery. They aren't fighters, so don't expect them to hold the line and pay attention if you do use them to cycle charge. The Daemonic Instability may lead them to die from low leadership (they do not attempt to run away when their leadership is low, being a daemonic unit).
You can also use the Locus of Conjuration to increase the power recharge rate or Locus of Transmogrification to summon an extra Blue Horrors of Tzeentch to flank the enemy.
Gallery[ | ]
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