Total War: WARHAMMER Wiki
Total War: WARHAMMER Wiki
Witch Elves
Wh2 main def witch elves.png
Unit cat icon wh2 main def infantry dual daggers.png
FactionDark Elves
CategoryDual Dagger Infantry
Unit size75
Icon treasury.png Cost (MP): 800 (800)
Icon hourglass.png Turns: 2
Icon income.png Upkeep: 200
Icon stat health.png Health: 57
Icon stat morale.png Leadership: 75
Icon stat speed.png Speed: 44
Icon stat attack.png Melee Attack: 38
Icon stat defence.png Melee Defence: 26
Icon stat charge bonus.png Charge Bonus: 24
Resistance physical.png Physical Resistance: 20

Icon stat damage.png Weapon Damage: 23
Modifier icon armour piercing.png Armour-Piercing Damage: 9
Modifier icon bonus vs infantry.png Bonus vs. Infantry: 8
Icon stat speed.png Melee Interval: 4.6 s
Icon stat armour.png
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.

Witch Elves are a Dark Elves melee infantry unit in Total War: Warhammer II. Crazed by poisonous concoctions, their dual daggers lacerate and shred for the Bloody-handed God.

Witch Elves can cause enemy units rampage and debuff them with their Madness of Khaine ability (see the strategy section below for details).


Witch Elves are the cruellest of all their heartless race, for they live only to serve Khaine's malevolent demands for bloody, agonising sacrifice. Their observances to the Lord of Murder are blood-slicked affairs. Still-beating hearts are ripped from victim's chests and hurled into fires, writhing flesh is daubed with gore-red runes and altars are decorated with the entrails of dying captives. Yet ceremonies are but a part of the Witch Elves' worship - their truest observances take place upon the field of battle. On the eve of war, Witch Elves drink blood laced with poisonous barbs, driving them into a divine frenzy. Whilst in this god-touched state, they give no thought to their own defence, and seek only to hack foes apart in a blood-drenched orgy of slaughter. There is little grace to such an assault, merely a whirling storm of venom-coated blades that slash at the foe with maddened fury. Those enemies unfortunate enough to survive their wounds are rounded up by the Witch Elves at the battle's end. These poor souls are torn apart in wild victory celebrations, their blood offered in libation to the ever-thirsting Lord of Murder.


  • Anti-Infantry: Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.
  • Dodge: This highly dexterous unit dodges blades and missiles with ease; its luck is known to run out quickly when facing magical weapons, however.
  • Madness of Khaine: The Witch Elves' venom makes its target susceptible to the Madness of Khaine – forcing it into a mindless, rampaging bloodlust.
  • Murderous Mastery: Merciless, frenzied agents of slaughter even when unprovoked, this unit takes especially well to Khaine’s murderous blessing.


The Madness of Khaine debuff is applied on hit and can be used to lock high value enemy troops in combat by applying a rampage like debuff that prevents orders from being issued to the enemy troops for 16 seconds. Unlike rampage, Madness of Khaine also debuffs affected troops, reducing melee defense by 10% and speed by 24%.