All LORES OF MAGIC Tier List for Warhammer 3
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- Опубліковано 10 лют 2025
- Tier list of all lores of magic in Total War: Warhammer 3. Let me know if you agree or disagree in the comments below.
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Lore of Yin & Yang 3:00
Lore of Ice & Tempest 4:30
Lore of Slannesh 7:20
Lore of Nurgle 8:55
Lore of Tzeentch 10:20
Lore of the Great Maw 12:00
Deliverance of Itza 14:10
Lore of Little Waagh & Big Waagh 16:10
Lore of Nekekhara 19:05
Lore of Deeps 20:40
Lore of Vampires 22:15
Skaven Spells 24:35
Skaven Spells of Stealth 25:35
Skaven Spells of Plague 26:30
Skaven Spells of Ruin 28:40
Runic Magic 29:30
Lore of Shadows 31:40
Lore of the Wild 33:10
Lore of Beasts 34:30
Lore of Metal 35:50
Lore of Life 37:00
Lore of Light 39:05
Lore of Fire 41:15
Lore of Heavens 42:30
Lore of Death 43:30
Lore of High Magic 46:48
Lore of Dark Magic 48:55
A good man
@Teft: The world desperately needs more altruistic people like you. Thank you.
What about cataclysm?
@@adammclaughlin845 Read that as autistic at first...
high magic starts at 45:49
I think one small thing that was overlooked in the lore of Nehekara is its passive. It lasts longer than life bloom and heals more than curse of undeath while still being able to resurrect entities. On top of that, Nehekara has a base 3 WoM spell to activate it reliably. This really helps Settra's tomb guard spam between that passive, his resurrect skill, and the realm of souls army ability.
I use lore of Nehekara for that passive, works pretty well.
Yes, I also want to iterate this point. If I'm bringing Nehekara, its to spam cheap spells to heal my whole army, plus maybe a dessication or 2 if theres a serious fight.
they nerfed it recently but it still heals noticeably more than the other heal passives and is thus pretty good
It's good for early game infantry and kinda decent for monstrous units like ushapti, those snake things (can't remember the name) or crypt horrors for arkhan. But it's not good for the single entity units that define the faction like tomb scorpions or bone giants. At that point, having light or shadow magic to blow up blobs around those entities is better.
You have to rembember legend only plays vs ai. If he had a pvp mindset this would be totally different
High magic is also available to the lizardmen, via the slann mage priests. You'll probably still take life, fire or even light over high magic, but it's a detail to take into account
was about to comment that
I thought that they only have those spells as abilities that use no winds(?).
@@dmanlip slann mage priests can be of fire, life, light or heavens.
For bound abilities, they can get two free casts of banishment, in addition to whatever spells they have
@@sev1120 In MP they can be high mages, but we can't have five options for a dilema. As legend only works off of campaign info, no surprise he's ignoring that one.
@@vivusthevivusthing6182 They can be high mages in campaign. They have access to Fire, Light, Life, and High magic. They used to have Heavens according to the wiki but they no longer do.
You should make these longer, don't worry about the time. We all love the indepth analysis, and the tierlists in general.
WE NEED A CAMPAIGN MAP GENERATOR!!!!!!!!!!!!!!!!!!!!!!!
YAY! Tierlists are back!!!
Yeees! I waited for them in w3
We need a tier list tier list so we know the best tier list.
@@AlexanderTheGoodEnough we already have that for the older tierlists 😂
Nobody's tier lists I trust more than the God of Cheese
I said the exact same thing when I saw the thumbnail 😂
The lore of Nehekhara passive is what really sells it for me since that is the only way tomb kings can recover entities.
Lore of Nehekhara heal capped an entire army of tomb guard/Ushabti spam for me once. Had to grind something like 5 armies to paste, and despite some truly outrageous engagements that happened, I limped out with something like 17 out of 20 units from that fight. Nehekhara passive and its 2 super cheap spells are kinda OP in that situation.
It’s just funny that he called Nehek a good spell, but every Nehekhara spell does the same thing, at 1/4 strength map wide every time you cast one.
Also, cursed blades isn’t great but at 3/5 winds for its effect plus the passive, it’s my go to for the spam heal.
I’ve also seen people use Righteous Smithing with Great Bows to soften up units on a charge and it’s pretty good.
@@mythoceanas8874 plus there's also Skullstorm, which whilst it isn't a particularly strong vortex spell it's one of the cheapest, meaning that you have a way to deal with enemy infantry as they advance, thanks to all liche priests getting a skeletal steed mount, and in the late game when you're fielding more elite armies (like, say, an ushabti-stack) having a liche priest of Nehekhara in to supplement their stats is always good
Seeing Ichy nuisance being rated highly is nice to see, I remember my first Grom campaign in WH2 I captured Helmgart and posted a goblin stack in there (I didn't want to invade the empire yet) and held out against three separate armies of increasing strength from Karl Franz, watching empire greatswords being beaten by basic goblins because they were exhausted and had -24 melee attack was hilarious
Too many rashes
Yeah I'm totally on board with a warhammer 3 trier list for any factions/lords/mechanics etc that have changed.
It's really helpful to quickly get your thoughts on the value of things
WE NEED A CAMPAIGN MAP GENERATOR!!!!!!!!!!!!!!!!!!!!!!!
Solid list as always, I don't think fire does enough these days to truly be S tier anymore but definitely a solid A still. That's my only quibble. Most competing lores do similar levels of damage potentially with more reliability since you can no longer pseudo-aim vortexes, and typically have some additional utility. Though props for calling out piercing bolts of burning IMO that's the sleeper in lore of fire that gets overlooked by a lot of people.
Yeah i find myself casting more piercing bolts of burning than thenother spells these days, it deals good damage to infantry, cav, monstrous infantry and even some to single entities, burning head is a shadow of its former self and i find vorteces much worse in wh3 as well
I agree that Piercing Bolts is underrated. Piercing Bolts is very good at doing damage to SEMs. It's one of the best spells for that in the game, since most damage dealing spells either work better on Infantry than SEMs (like most vortexes), or do pitiful amounts of damage (like most Magic Missiles or Direct Damage Spells).
And I completely agree that Fire Lore belongs with the A ranked Lores. There is a big gap between it and the other S rank Lores. And there is a lot of good competition in the A rank.
@@CrazyMegaOmega I mean i dont play on too high difficulty, maybe on legendary it like sucks but Burning Head for how early you get it wrecks early armies. And the people that get it use it well, dark elves can easily kill lots and lots of high elf archers/skavens/dark elves, they have a problem with norsca tho and high elves can also use it well(atleast i would think). Maybe on higher difficulties it doesnt do as much but i think it works great! maybe there were some changes i dont know about in these 4 months(other than it just running around and killing you more) but i still love the spell
@@Willdroyd Not a a recent thing, but it was significantly nerfed going from wh2 to wh3. It was one of the best spells in the game in 2 though so it's still not bad. I just prefer piercing bolts in wh3. Btw, Difficulty doesn't really have any affect on magic effectiveness. the main thing that changes is whether or not enemies get bonuses to melee stats and some minor AI differences having to do with their ranged units.
@@CrazyMegaOmega Abt the higher difficulty, good to know, i play on normal battle and very hard campaign so i didnt know if they got buffed
on the wh2 thing, yeah it was absolutely insane in wh2, i played that insanity but i thought he said it was bad, i feel like its more balanced now
I personally love the lash of slaanesh. I know it’s not particularly damaging, but it’s always so satisfying to see infantry dudes go flying through the air after getting thwacked by it.
The animation for Spirit Leech is one of my favorites, even if it's a very meh spell overall.
@@joshwalton25 Yeah agreed. That said, I do think spirit leech is quite useful for taking out fast lords or heroes when they're trying to retreat from the field of battle. Still, it could definitely use a bit of a damage boost.
I know you hate tier lists legend though I think this is just a great format to gain more information on the game, thank you always for your videos 💖
Its just so information dense that it can penetrate my thick skull
why does he hate Tierlists?
@@esi3mn4j68 He doesn't talk about it much but his previous family was slaughtered by a tier list in a dark ally and he had to watch. It left a mark.
@@CarletonSaw rip
Tier lists are good because they can be used to cram a lot of structured information into a short video. Please do make faction and legendary lord lists as well!
I can't remember, has legend done a tier list of all his tier list videos yet?
I feel like that would be his masterpiece of tier list videos
I wonder how his tier list of all his tier list videos would rank on a tier list of other creators tier list of all their tier list videos.
Only then can we achive tier listception.
Yes he did a tier list tier for all his Warhammer 2 tier lists
Nice tier list make more I always enjoy them
just saw the video, but in regards to Eshin Sorcerors, I can't live without one when I play Eshin. He is vital to seperate the enemy lord during an ambush from his army so he does not run in and hide among his units thereby preventing my lord from assasinating him outright from the beginning of the match.
I will note that the vampire coast, or specifically the dreadfleet do have access to some of the lore of shadows now, as Count noctilus gets melkoth's and pit of shades in warhammer 3, which he didn't in 2.
Yeah, but that's going off just 1 legendary lord for the whole race. Makes more sense to talk about the generic lords and heroes, as uniques say more about how that particular faction plays.
actually forgot about that, ty for bringing that up
S Tier
Lore of Vampires 22:15
Skaven Spells of Plague 26:30
Lore of Life 37:00
Lore of Fire 41:15
A Tier
Lore of Nurgle 8:55
Lore of Tzeentch 10:20
Lore of Nekekhara 19:05
Lore of Deeps 20:40
Skaven Spells of Ruin 28:40
Lore of Shadows 31:40
Lore of Beasts 34:30
Lore of Metal 35:50
Lore of Light 39:05
Lore of Heavens 42:30
B Tier
Lore of Yin & Yang 3:00
Lore of Little Waagh & Big Waagh 16:10
Runic Magic 29:30
Lore of the Wild 33:10
Lore of Death 43:30
Lore of Dark Magic 48:55
C Tier
Lore of Ice & Tempest 4:30
Lore of the Great Maw 12:00
Lore of Nekekhara 19:05
Lore of High Magic 46:48
D Tier
Lore of Slannesh 7:20
Skaven Spells of Stealth 25:35
YOU ARE THE MANTHONY!
I love your tier lists I learn a lot from them. Thank you
Yay tier lists!! 😄
2 minor thoughts:
-Hand of Glory is actually amazing. Regular cast is good, but *overcast* it and it triples the DPS of an archer unit for very few winds.
-Fate of Bjuna is expensive, but if you have an abundance of winds, it deletes infantry. Not worth it if you’re not at high winds, though.
Great list though. Please more!
Fate of Bjuna is definitely my preferred death magic spell compared to Purple Sun. I feel like Purple Sun's vortex moves faster than other vortex spells, so it just runs off and ends up not doing much. Meanwhile FoB can be casted on pretty much any high-tier infantry unit to annihilate them; last time I used it, it was consistently killing high-tier infantry to 80-90%, but that was awhile back admittedly.
Hand of glory can also be really great for Lothern Sea Guard, Mistwalkers, Shadow Warriors/Walkers and Sisters of Avelorn. I especially like using it on Spire Guard or Sea Guard whenever a really annoying single-entity comes along, as it tends to give them the nudge they need to win a 1v1.
yeah hands of glory can turn a unit of sisters into machine guns and delete units
Hand of Glory is amazing in multiplayer or very early singleplayer because you tend to have smaller armies and fewer ranged units relative to melee units, so the impact is much more relative to the performance of the army. In mid and late singleplayer the way Legend plays it's not a big deal, because he brings way more ranged units and the extra DPS on one ranged unit will be barely noticeable.
I think lore of Ice is severly underated. Heart of Winter is one of the best dps spells in the game. Since AI tends to blob around heroes/lords in W3 and the heroes/caster lord of Kislev are really tanky, you can cheese the AI very easy - 1 ice lord + 3 patriarch (all on bears) can solo any army. Just blob them up - heart of winter, heal when necessary. In two overcast heart of winter you will get army losses.
I'm also fond of Lore of Ice. If I recall correctly, Heart of Winter doesn't do friendly fire (although the tooltip doesn't specify), so the tactic you mention also works with Tzar Guard and War Bear Riders.
I also think Legend is sleeping on Ice Sheet. It's not a fantastic spell, but it's cheap, has a large AoE, and has great syncretism with frostbite attacks. It allows your units to get 1-2 more volleys in for an extremely cheap cost, and that's actually super powerful for Kislev. You can also use it to kite units or even help with retreating if necessary.
@@shanethesmith443 Heart of Winter is a direct damage spell. No friendly fire.
Shout out to Conductor Lore of Heaven HE wizards/archmages, they reduce the cost of Uranon's Thunderbolt twice (once from trait, once from leveling skill) and are readily available. Just a really great trait with a good lore of magic
Does that actually work? I thought the conductor trait only gives you access to overcasted thunderbolt without any of the skill point benefits (cooldown reduction, WoM cost etc)
Thanks Legend, good to see another tier list. Though I think High Magic belongs in B or even in A tier; Soul Quench can be devastating for its cost thanks to its explosion damage (much much better than spells like Fireball) and if I am not mistaken, Tempest is actually attached to the unit it was cast on so you don't have to worry about the location (I am not completely sure).
Tempest doesn't attach to the unit. I double checked just now to be sure. It doesn't specify a target.
Soul Quench only has a marginally higher explosion damage and direct hit compared to Fireball. What makes it good is that it's explosion radius is 70% larger and it applies a brief direct damage effect for 2-4 damage against up to 25 models for 4 ticks.
Yeah thanks, I meant to say the damage the explosion deals, not explosion damage. And also thanks for the clarification about Tempest.
In defence of lore of ice, I've won entire battles just based off of 1 or 2 casts of heart of winter. It does big damage in a big area and no friendly fire. It's an expensive spell, but if you play it right 1 cast will win a battle.
The slow spell is also not bad, especially given how cheap it is, and its a good way to keep the passive triggered.
Would love to see a tier list on the new Champions of Chaos DLC units.
I literally looked yesterday to see if you had made this yet! Much love for putting this out!
Thinking about this. A tierlist on the best mages of each faction/game would be interesting.
Explosive HE Archmage is probably the best mage
Empire would be Lore of Fire or Lore of Light.
8:30 Slaanesh units use Phantasmagoria to 'get it up'. S (for Slaanesh) tier right there.
Good tier list, as always.
I just want to add: in the tempest lore of magic, don't overlook Gust of True Flight. That spell transforms a bunch of blind kossars, into a mass of elite sniper squads. One of the best buffs of the game context-wise in my opinion.
So happy to get a tier list back. I love these. They are so helpful not just for how you rank them, but also for how you explain everything. I have realized that I could be using a spell or unit more efficiently because of these tier lists so many times.
Kraken´s Pull is great because you can cast it at the Gate during sieges (in TWWH2), which is great for clearing those nasty missile units the AI loves placing there.
Also, it looks really spectacular XD
Totally agree. *pirates of the caribbean music intensifies*
23:10 crazy thing about raise dead is on necromancers.. they have a skill that increase the casting range so great, you can:
1. snipe-summon enemy ranged units from BEHIND the infantry line, shutting the ranged units down. the enemy suddenly has no archer/gunner units (for a while)
2. create a safe box for your flanking units. Say, you want your vargheist/cavalry to strike enemy infantry line from their back, but you fear the chargers themselves are gonna be charged from behind, so use raise dead on the chargers' back
note: strangely, when casting the spell from a far, the cursor shows red, supposedly saying the spell is out of range, but then it's being casted anyway
I'd wish you'd go for passives too, since low cost spells with good passive can provide a value of it's own(like Nehekhara healing or armour and missile block chance for ice) and you kinda overlook Gust of True Flight as a buff ability, yes, area is not big, but accuracy bonus with range bonus stacks very nice with long range that Kislev already have in midgame. Kislev magic is quite limited, but some spells are really, really good for campaign, especially in context of their armies.
Glad to see these types of videos again.
Great overview; very informative.
Really good tier list. I only miss passives and thats bit a shame, because some of lore of magic are build on it. For example flock of doom (4 magic) and magic regen. makes lore of beast so good. Or lore of nekkehara is OK lore, because of spamming defensive cheap spell and heal your army throuh passive.
Yes. was hoping for this one Legend.
tier lists are why i subscribe to this channel... legends tier listing is by far the most accurate one... hopefully we get a repeat of the faction tier ranking masterpiece he did in wh2
The lore of shadows passive is also good for Slaanesh because it provides extra speed mapwide to your army
never really got around enough to get a feel for all of the magic in the games, so it's cool seeing a breakdown of them all!
Ah! It's great to see the tier lists make a return! Always been my favorite.
Hey Legend just wondering why you didn't include the passives for the different lores in your tierlist, and also something I find very useful about Djaf's Incantation of Cursed Blades is that overcasting it gives a strong bonus vs large which I've seen some really good use with and allows you spam the Nehekhara passive as well, just adding my two cents.
Nehekhara passive healing really adds up over time. Lore of Slaneesh passive is also very good, +10 melee attack if I remember correctly.
With all respect, I think slaanesh magic is pretty decent. Army wide buff and mirror spells are amazing. But thats my opinion.
Phantasmagoria is so good for Slaanesh battlefield control. Really underrated.
HELL YEAHH I WAITED SO LONG FOR THIS. THANK YOU SO MUCH!
Expand your mind Legend. Been playing with Lore of Slaanesh for a week and it's plenty good. The whip is a fantastic first spell, it casts in 1 second, does nice damage and disrupts units. Acquiescence and Phantasmagoria synergize with other N'kari abilities. Comet shards wrecks blobs. Don't know what you're on about
anything slaanesh can do shadows can do WAY better.
But does it have tentacles? Checkmate.
All the test that I ran showed slicing shards doing way more damage and killing more units than pendulum and the other top tier shadow spell (can’t think of the name of it right now). It’s not that hard to catch the AI to hit them with slicing shards. Just send in a single entity unit to hold them in place. They won’t try dodging it because they’re stuck in melee. It routes the unit and kills a lot of units most times. I’ve tried this with squishy ass N’kari, Azazel, KOS, Heroes, and Soul grinders.
Overcasted whip is cheaper than the shadow spells if I’m not mistaking and it’s 100% AP damage. That popped with the passive and the one reduces melee defense can start chain routes from the flanks onward very quickly with a well placed charge.
@@LegendofTotalWar Pavane forces ranged units into melee and Shadows can't do that. Hysterical Frenzy gives a massive melee attack buff and Shadows can't do that.
I subscribed fairly recently and immediately went to watch all of your tier lists, love em
Where would Hashut fit on this? I reckon the direct damage spell is quite good and the fire weakness spell pairs really well with the overall damage affinity of the chaos dorfs.
Came here with the same question
Easily A tier. I wouldn't rank it S tier since it's not overpowered. But it works wonderfully in combination with Fire and Metal. My main Chorf armies always have one Hashut prophet and one daemonsmith of Fire and Metal each. Chaos Dwarfs have one of the best lore combinations available to them. Lots of AOE and debuff spells that are specifically aimed at armour and fire.
You said at the start you wanted to go quickly through them so the video wouldn't be an hour and a half long. I just wanted to let you know that even if the video was 3 hours long I would still watch it legend.
In my opinion, now that winds of magic pools are effectively unlimited in WH3, the deliverance of itza spells should be increased in size. There's no debate how much stronger it is in lore, but we can now potentially have 60 WoM cost spells, I really think it should just flatten a large area of the map, but for a huge cost. Let me know what you guys think :)
Edit for clarity:
I think the first one should be cheap and cheerful, maybe 10 WoM for a small area. The second should be considerably larger and hit harder, an area approximately the size, or greater, of blight boil. That should cost 30 WoM. Then the final one, da big boi, imo should be a huge AoE for 60+ WoM
If you went with that I'd also suggest maybe a limit along with the WoM cost. Like a reusable skaven Nuke.
@@christopherjones7191 great idea!
@@christopherjones7191 Or make it an army ability that Kroak can unlock to use like a warpstorm doomrocket. Have high enough Winds of Magic can you can use "the true deliverance of itza" to devastate a large portion of the map
The best part of harmonic convergence is it's low magic cost. I use it a lot to win isolated fights on flanks or keep my flanks from caving. Generally you're right that single unit buffs aren't great but this one just gives such a great bonus I love it. If I have say, my cav going up against enemy cav, this can be a great spell to stick on them to help them win that fight and then be able to do their thing behind enemy lines. Also I think you're underselling how good hand of glory is. That +40 reload skill translates to a 1.66 times increase in DPS. This spell is particularly good for high elves. Its obviously good for the SoA. But its also really good to put it on the LSG, Sentinels of Astaril, or the Spire Guard, if the cav decides to go after them because that added attack is nice.
All for 4 magic its great.
Gotta love the tier lists
High Magic in the lore: The eight winds working in perfect harmony. The ultimate magic, so far beyond human comprehension that only elves and Slann can wield it.
High Magic in game: Pretty bad.
Dark Magic in the lore: The most dangerous and destructive of all magic. Learning a small fragment of it allowed Nagash to obtain the secrets of undeath that Nehekhara had sought for centuries.
Dark Magic in game: Really just useful as a battery for better spellcasters.
sad
Lizardmen have access to lore of High Magic too right? With their Slann.
Only in MP if I am not mistaken.
They absolutely do, yes. He simply forgot about that
Oi, regarding the Lore of death vortex. Vortexes have another stat, force. Meaning, how much they throw units around. Problem is, units with their back on the ground don't take damage. So Vortex spells with a lot of force tend to do a lot less dmg. That explains why some vortexes with lower force (Eye of Tzeentch, Dwellers Bellow, thou that one is strong for a multitude of other reasons as you mentioned) are way stronger then once with higher force, and the Lore of Death Magic Vortex happens to suck units up and around a lot.
It may also explain the weirdly high WoM Costs, CA seems to value force as a good thing. Which it arguably is, it's just that the best disruption tends to be death.
Love this video, but I think there's something to be said about kroak's ability to free up your lore choices. Since your magic is relatively cheap and very effective at eliminating infantry, that opens up the option for more specialized magic that might otherwise not be worth your time. For example, Since your infantry is freed up from fighting other infantry, you can focus on buffing them with magic- which will do wonders to push your newfound numbers advantage even against units that would normally be stronger.
Think Little Waaagh is actually one of the most underrated lores just because it has so much synergy with itself & other goblin units.
The speed debuff on Gork'll Fix It stacks really well with the speed debuff from Curse of Da Bad Moon & also poison arrows.
You can make a whole army sitting ducks while the votrex, arrows, & fantatics murder their frontline charging in slow-motion.
I can’t wait for the tierlist tierlist.
I recommend running the Impactful Magic 3 mod. I really makes a lot of spells more balanced, a lot of single target spells become AoE when overcast. All buff spells duration is doubled
My favourite lore is the Lore of Khorne: Just bash the enemy 😂😂
Your audience is nerdy enough that they'd be willing to listen to a 3 hour long detailed breakdown of the strengths and weaknesses of the different lores in a systematic ranking, whether they'd watch it all in one go, listen to it in the background or simply consume it in byte-sized chunks
Slicing shards annihilates every unit it hits
Funny how it always comes down to life and fire magic for high elves: but good to know lore of light is still up for grabs. I always grab a conductor whenever I see one of any of these types.
It would be really good to see a guide on which lore is good against single entities, which one's good against blobs etc. from Legend
Amusingly, the Lore of Life has some *boss* spells in Warhammer 2nd ed RPG as well, while the Ice Maiden ice lore is boss too with easy-to-cast, high damage and ensnaring spells that f up single or mobs of enemies.
Am I the last one that just realized the potential of pairing a few dark magic and one life magic caster on the wood elves ? Almost infinite winds.
I wonder where Hashut and Hag Lore of Magic would go. S and B if I had to guess
Glad I am not the only one that sees how good Dwellers Below for the Life school is nowadays, I was using this in my lizardman campaign, because my stegaddons just don't take damage from it (they do but its virtually non existent), but the blobbed enemies, oh god, I could take out 5 stacks of undead with 1 stack of stegadons, a life slann and an oracle.
Lore of Ying Blossom Wind is fun to use in settlements because it's basically a pinball game, almost sure to do good damage to enemy or friendly units.
As a new player, this was really helpful. Thanks.
Keep in mind that it is very biased.
Once you'll have won many games with Phantasmagoria, you'll laugh with the rankings. 😆
The "Supreme shield of the old ones" should maybe be included/considered with Lore of Kroak or itza? its a really good area ward save. love the video as always.
in minute 11:20
you talk about lore of Tzeentch
and that the Glean Magic spell is trash
because only the ai can cast it on it self?
in the description it says
Self and Enemy
so i am kinda confused here
wouldnt it be a great spell to get your reserve back up to 100?
I agree with most of this, though I do think the two Kislev lores are perfectly fine, B tier lores. They aren't the best, but both Ice and Tempest have a couple of pretty solid damage options.
I played Warhammer III for the first time this year and started with Tzeentch and really did end up just spamming Blue Fire of Tzeentch, the magic missile spell the whole time with both my lord and hero. Against some armies your floating horror lords/heros can snipe off half their entire force from a safe distance.
Really like the fact that you went through each lore's spells briefly in the spell browser and talked about them. Very useful and added a lot more context to the tier list rather than just making an overall statement about each lore.
Didn't realize aspect of Dread Knight gives magic attacks. Given the passive winds refund, that's actually a very efficient spell if you're up against demons
Yeah I think they added that toward the end of game 2.
Really useful guide. It is funny that you comment at one point that damage dealing spells are best and yet you have life magic and necromancy up top with the best healing spells! (obviously they have other good spells as well but just trolling really)
Rancid visitations melts single entity targets I found it very useful but as legend said expensive
Whaaaaat!? Love that you and the misses are into valheim! The mistlands update is so so good!
vids like this are some of your best products.
Legend is the best tuber to listen to at 1.25% speed. Love you!
Slight correction; Lizardmen also get access to High Magic, but the same problem persists; they too get fire and life magic as an alternative.
I think for future videos of this sort you should just give them the closest you can to objective ranking, that way it will stay valid if the faction gets a new lore of magic or gets access to other existing lores, or if another faction gets access to it. Ofc your video you decide how to do it, just my recomendation for how to do something a bit better for what i believe is your average viewer.
Now that im already commenting i might as well add that i really like your videos, especially the information kind like this one, they are very useful for more casual players like myself to not unintentionally screwing myself over with bad choices.
hell yeah i love the tier lists! would love to have more of these for warhammer 3 if you ever feel like it
The only disagreement I have is the Eshin magic. Particularly as Clan Eshin you spend at least half your campaign running gutter runners because of the price of weapons teams. Those are highly mobile armies and the Plague Priest will always fall behind, getting killed, routed or just bogged down. The Eshin sorcerer on the other hand can keep up, although I will concede they are super squishy.
Yay love these lists!
The biggest problem I have with Blossom Wind on Yin is that the strike zone is super narrow. IIRC it gets a bit bigger overcast but it's not efficient. The blind effect is short as well.
In Warhammer 3 I find overall I get the best value out of stationary vortex and bombardment spells, used once the enemy is engaged in fighting so they don't dodge.
Played as the fat ghost lady recently and I did enjoy the spells of the Deep category.
Wind of Death has an advantage and that is that it can bounce off a wall. The cannons shot from the ghost ship can't.
Still it feels good to nearly wipe out an unit in a single spell in a siege.
Lore of tzeentch not being S tier.
Us: Confuced noises.
Tzeentch: Exactly as planned.
I doubt it changes anything but you can get the lore of death passive for Nurgle spells too which i dont believe you mentioned (i think the other chaos lores have a similar thing going on too)
Lore of Metal passive -> Tzeentch spells ; Lore of Shadow passive -> Slaanesh spells
One thing about lore of the great maw is that ogres have access to Meat Reserves, which is like the old greater arcane conduit. But you can get it with both lores they have access to, so it’s whatever
Ice Sheet and ice maiden's kiss actually have really good synergy. Ice sheet slows with its effect and ice maiden's kiss does the frostbite effect, which also slows, so casting those two together you can drop someone's speed by like 80% which is really solid.
Yeah, especially considering everything in Kislev can shoot.
Lore of slanesh has so much utility for pvp, i understand for campaign it can get overshadowed but slanesh lore is sleeper op imo
The ability to pick apart an ennemyunit by rampaging it is AMZING in pvp, be it a lord or a costly demygryph unit or halberd unit (which you get to charge without receiving it's charge / having it braced). Then rooting everything around it (keeping it isolated) and routing it is so powerful to vounter the opponent's reaction. + the root from slanesh baseline army ability...
For pve good use of phantasmagory can setup clean surrounds and chain routing...
Yes some spells like burning head are very easy to use and effective, but slaanesh with some finesse is crazy gud
The 14 melee attack on cast pushes your dmg capability nicely too btw
Lore of Slaanesh I would put way higher for when you play Nkari. It does have an issue where slicing shards is easy to dodge, but keep in mind phantasmagoria stops units in a wide circle from moving. This does mean you cast 2 spells to sometimes do what takes one spell for most factions ( which is a fair critique).
However, when Nkari can start supplementing armies with KOS with bound spells you can suddenly cast multiple slicing shards during a single or double phantasmagoria. If you blob enemy units by flanking around them and freaking them out you are able to lock them in place and then carpet bomb them with slicing shards and shadow magic. It's kinda absurd how quickly the damage happens, as shards is a spell with 100% AP. This does rely on Nkari being your faction so you have the bound spells on KOS. Otherwise I agree it might be a better use of resources to grab other magic types for other factions
I used Shadow and Slaanesh interchangeably with Azazel's faction. Slicing Shards is harder to use than Pit of Shades, but not by much, and I greatly prefer the Slaanesh passive. I do think Slaanesh can be harder to use with Nkari because he is more prone to building glass cannon units. Don't want your squishy units pushing into Slicing Shards AOE.
@Wes Bird true for sure, but the trick with phantasmagoria is that you are locking enemy units in place usually on their own--your own units are nowhere close. It's the closest thing Nkari has to artillery in this sense, and is quite effective in my experience
@@Doombot221 I will give that a try sometime. I generally balk at the cost of the combo, and the fact that sometimes when I would like to use it I don't have the required amount of winds available.
@Wes Bird yeah that's why it's important to do it with Nkari because the keepers of secrets get those spells for free once the tech is researched and with 2-4 of them you can spam those spells in quick succession without issue. It becomes an absolute slaughter that the other greater demons can struggle to match--phantasmagoria is key of course because of the immobilization of any enemies within the field.
If you have N’kari strong enough- you can just send him in to aggro a bunch of infantry. Wants they’re targeting him then pop slicing shards. They won’t dodge it as they are locked in melee. I’ve done this with Azazel. The upside to doing it with Azazel is the damage reduction and reflection he can pop on himself. But you can really time it well to where you won’t take a lot of damage. Of course, be careful if a bunch or range units are nearby or AntiLarge (doesn’t matter for Azazel since he is infantry size).
If you don’t want to use N’kari for it- use another single entity unit that can tank hits. They don’t have to do it long. A well place slicing shards will make them route and kill many units.
I think the real strength of Deliverance of Itza lies in the fact that you can much more easily build your army around defeating larger units seeing as anything with more then 30 models will just _Kroak_
Lore of slaanesh should be c tier for phantasmagoria alone in my opinion. not only is the net effect so powerful, it’s especially nice because you love flanking so much. On top of that leadership debuffs stack really well with that flank-heavy playstyle that slaanesh loves.
Yess finally tier list are back !!! Pls we need more
Agree with most, except Lore of High Magic.
Lizardmen also has access to it.
I've had Overcasted fiery convocation completely wipe out decent infantry units, like totally erasing them from existence, down to 0.
Arcane Unforging is excellent against small single entities like skaven and empire heroes, 2 casts of unforging can oftentimes delete them, while also blocking them from casting spells.
In most cases Lore of Life outshines, but depending on your army composition high can find usefulness, especially when used with non full stack armies.
Oh my god you know I was searching the old tier list to try find Ying and yang
Lore of Slannesh, particularly Phantasmogoria is amazing with Azazel. He has another ability i cant quite remember the name of that also gives -16 leadership. And then Devastating Flanker drops another -8, using all 3 of these at once will insta-route literally any unit below 70 leadership
I love Ice. It pairs so well with Dakka.
Think of it as an army enabler/support magic.
I Love Tierlists from LoTw
Fun thing: the Dwellers Below is as powerful in TW as it is dreaded in the tabletop. It destroys blocks of miniatures, it's so feared. It can win you games single-handedly.
Or the purple sun on saurus army. 🤣