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r/totalwarhammer • … • u/Lin_Huichi

My tier list of Eltharion's Mistwalker Mirror Abilities

I've been playing a lot of Eltharion and trying out his mistwalker abilities via Athel Tamarha. If you don't know, Eltharions mechanic allows him to trap a Lord in the Wardens Cage, then killing the lord within a 25 second duration locks them in the dungeons of Athel Tamarha. There you can Indoctrinate and Execute, or Interrogate which gives your mistwalker units a racial ability from the lord.

I found a comment from u/[Puffendorf](https://www.reddit.com/user/Puffendorf/) of all the mirror abilities and what they do:

* High Elves: Feint & Riposte (+24 Melee Attack & Defense, +22% Physical Resist for 28 seconds) * Greenskins: Waaagh! (+25% Armor Piercing, +24 Melee Attack, +25% Weapon Damage, Immune to Psychology for 18 seconds) * Rogue Army: -No Name- (+50 Unit Experience per turn, +10 Leadership) * Bretonnia: Blessing of the Lady (+20% Physical Resist until Leadership Broken) * Skaven: Scurry Away & Strength in Numbers (+12% Speed, or +6 Leadership, +8 Melee Defense, -12% Speed, depending if HP is above or below 50%) * Vampire Counts: Ethereal (-100 Armor, +65% Physical Resist, Strider, Can Cause Fear & Terror) * Vampire Coast: Extra Powder (+30% Missile Damage, +30% Armor Piercing Damage, +30% Explosive Damage, +30% Armor Piercing Explosive Damage, Disabled if ammo under 80%) * Empire: Grand Hammer of Faith (+22% Damage Resistance, +24 Melee Attack, 50 second Duration) * Dark Elves: Murderous Mastery (Triggers like with the Dark Elves, gives +15 Leadership, +25% Melee Attack, +25% Charge Bonus, +18% Vigour, Can Cause Fear, 120 second Duration) * Beastmen: Bloodgreed & Primal Fury (+5 Melee Attack, +8% Charge Bonus, +12% Speed, Immune to Psychology, Disabled if Leadership below 50% and +15 Leadership, Immune to Psychology, Disabled if Leadership is Broken) * Dwarfs: Liquid Fortification (4hp/s regeneration, Disabled if Leadership is Wavering) * Wood Elves: Loec's Shroud & Forest Walker (+24% Speed, Stalk, Unspottable for 24 Seconds & +25% Melee Attack and Defense if in Forest) * Lizardmen: Cold Blooded (+16 Leadership, +100% Vigour, Rampage!) * Tomb Kings: Realm of Souls 1, 2 & 3 (First it Heals for 112hp over 7 sec and Can Resurrect models when unit HP drops under 50% and it isn't broken, then it does the same but for under 20% HP and for 2x the healing and duration, then under 10% HP for 3x healing and duration.) * Norsca: Berserk (90 Second Duration in 3 stages (30 sec each) 1: +22% Physical Resist, 2: +13 Melee attack and +22% Physical Resist, 3: +13 Melee Attack, +22% Physical Resist and Rampage!) * Chaos: Ruinshelter (+10 Melee Attack & Defense, +45 Armor, -75% Speed, 60 second Duration) * Cathay: Battle Harmony Elf (+12 reload skill, +6 defence, +6 leadership) * Ogres: Brutish Charge (+20 Charge, Ogre Charge) * Kislev: By our Blood (Unbreakable for 30s after leadership wavers)

For my tierlist I take into consideration the 5 Mistwalker units and how well each mirror performs on them in campaign.

* Spire Guard of Tor Yvresse are unshielded Lothern Sea Guard with higher attack, double the ammo and unbreakable. * Athel Tamarha Faithbearers have sword and shield non armour piercing infantry with frenzy and encourage * The Skyhawks are short ranged (100) Shadow warriors with bonus vs infantry ammo and penetrative missiles. * The Sentinels of Astaril are shielded Lothern Sea Guard with 215 range, armour piercing shield breaker missiles and a slower rate of fire than other archers. * Finally, Knights of Tor Gaval have 4 models, monstrous flying cav like Hippogryphs.

For S and A tier, very strong continuous effects that can be used by all mistwalkers are the criteria. That is why Dwarfs are on top here, constant regen makes even the Faith bearers very durable and is godlike for the Knights of Tor Gaval. It's not bad for the archers either, you can trade very well into other missiles and high defence gives the regen more value when enemies get into melee.

Bretonnia, Norsca and Vampire Counts all give physical resistance with various addons or trade offs. A lot of effects are only active at high leadership and we are playing High elves here - go figure. Those effects additionally are permanent for the Spire Guard, your most numerous mistwalker. Norsca only comes in stages but the trade off with VC is interesting. Triple the phys res of the other two means its easy to hit the cap if the opponent does not have magic attacks. You do lose a lot of armour which can be supplemented with magic, and the fear and terror is redundant on your Knights.

B tier, strong active abilities and weaker continuous effects that can mostly be used by everyone. Greenskins and Chaos are unlimited use actives while Empire and High Elves are 2 uses. They are ok for your archers and voids any backline access (archers with spears, oh and a WAAAGH too) really good for the Knights and Faithbearers to help punch through a target quickly. Cathay and Vampire Coast only benefit your ranged Extra powder is combines well with Eltharions endless ammo and Spire Guard have huge ammo reserves. Note that Grom gives an additional permanent unique version so you always want to cage him as soon as possible.

C Tier, abilities that are smaller buffs or too specialized to be better than B tier. Dark elves are the least desirable because it procs too late, I'd rather have a constant effect or activatable earlier, Tomb Kings is really weak version of Dwarfs but still ok. Ogres are good for the Knights as are Beastmen and WE are very situational.

Lastly, Kislev. So, useless? Spire Guard never break, everyone else already have extremely high leadership and High elves routinely fight to the last man anyways.

That's all the Mistwalker abilities, Eltharion has been my favourite campaign since he came out, if you've not tried him you should definitely. Maybe take a detour and separate Vlad from his wife for that sweet physical resistance, or start another war of vengeance for the regeneration. Let me know what you think of my tier list.

Thanks for the read.

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