All Tomb King Units In Total War: Warhammer 3, Ranked

2022-10-14 22:47:42 By : Ms. Monica Pan

A skeletal legion lies just underneath the sands. So here's every Tomb King unit, ranked.

The southern deserts in Total War: Warhammer 3 are now much larger and more varied in their terrain than they once were. Before it was a small blob at the bottom of the map, but thanks to the introduction of Immortal Empires the playground for everyone's favorite bone boys is now much more interesting to explore.

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There are plenty of more factions for your long-lost dynasties to destroy and with a new Tomb Kings endgame that could possibly hint at potential faction DLC in the future, it’s a great time to be a Warhammer fan. The Tomb King roster is a little small compared to other factions now, but to help you get these skeletal lords rolling here’s a rundown of all their units ranked from best (S-Tier) to worst (C-Tier).

Warsphinx: This one wraps both the Khemrian Warsphinx and Necrosphinx into the same package as both are absolute powerhouses of damage on any battlefield that will make an enemy Lord think twice about picking a fight. The Khemrian variant is a solid undead murder kitty that's a high-damage all-rounder and can tank hits whilst dishing out plenty of pain back. It's perfect in an Anti-Infantry role, but if you want a monster hunter then the Necrosphinx is what you need. Its big defense stats and Armor Piercing damage of 400 allows it absorb hits and then chunk enemy health bars in mere moments. Their only downsides are their low leadership, big unmissable hitboxes, and their poor missile resistance. But if you keep them on the move you shouldn't have too many problems.

Ushabti: Available for any Tomb King Lord as a battle summon, but unlockable as a purchasable unit with the right building chains. Ushabti are big number damage dealing shock troops that are great for sudden surprise flank attacks or breaking a weak part of a formation. They come with 500 Health and are immune to routing so they can hold the line fairly well. But, they’re a little weak on their own without support. Their ranged variant is also worth mentioning as it packs a powerful magical arrow attack that can blast through tough armored opponents some factions like Grand Cathay like to throw around.

Bone Giant: Introduced as a free update unit for the Tomb Kings, Bone Giants are towering bow-wielding Titans that are walking siege weapons. They can pin down large targets with their giant ballista shot or batter infantry apart with its bow and fists in melee as their 12,600 Health bar and 60 percent Armor Bonus makes them extremely spongey. They don't inflict as much damage as a dedicated artillery piece and their Leadership is a little low, but they're a good Sniper unit to have hanging out behind the back lines protecting other vulnerable troops whilst taking potshots.

Sepulchral Stalkers: Sneaking snake constructs that are hard to spot, fast-moving, and can unleash a devastating volley of corrosive bolts, the Sepulchral Stalkers of the Tomb Kings are a great cavalry-meets-melee combination unit. Their devastating charge can bounce infantry around like ragdolls and whilst they’re not too strong against anything with Anti-Large, their ranged attacks can melt through armor and health bars in seconds. Plus, though they need to be close to be effective, their Stalk ability makes them impossible to spot until it’s too late. They also have two Necropolis Knight variants which acts as Cavalry and one which comes with Halberds to deal extra Anti-Large damage.

Hierotitan: Back when the Tomb Kings first came out there weren’t a lot of great counters to them and this particular unit would strike fear into the heart of any seasoned Total War: Warhammer 2 players. These stomping giants can cast magic, have over 12,600 points of Health, hit hard with Armor-Piercing stats of 413, and have laser beams that fire from their eyes, disintegrating troops and setting entire platoons alight. Despite being extremely slow to move around making them exceedingly vulnerable to missile damage, the Hierotitan is still a great monster unit to have stomping about.

Tomb Scorpion: This massive reanimated monster is a great anti-infantry fighting force that you can dump in a large clump of soldiers and happily forget about for a while. Their high defense bonus of 75 percent Armor makes them difficult to break and with Weapon Damage stats of 110 and Armor-Piercing of 270, these chittering constructs can gleefully dissect most targets without trouble. Their erratic movement makes them hard to predict and evade, plus if you have a Liche Priest or friendly Necrotect nearby you can keep their chunky 6,000-point Health bar nice and full.

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Skeleton Archers: Though their health is horrendous and they’ll melt to anything that gets close enough to give them a good smack, the Skeleton Archers are a great ranged option for the Tomb Kings. They have a relatively fast firing speed, cost nothing thanks to how this faction operates, and since they’re undead, they don’t lose leadership.

Tomb Guard: The strongest infantry option for the Tomb Kings in the late game, Tomb Gaurd are Anti-Infantry specialists that can slice apart most if not all low to mid-tier infantry type units. They’re a good frontline replacement for Skeleton Warriors, but they crumble quickly to any elite units as their Health pool is a tiny 74, which means most top-tier units can one-shot them easily.

Casket of Souls: Resembling the Ark of The Covenant from the Indiana Jones movies, this gliding artillery piece is a long-range, soul-throwing, soldier destroyer that can hit very hard from exceedingly far. It can break through the defenses of armored foes easily and just having one present on the battlefield increases Winds Of Magic regeneration. It doesn't do too well in melee, but it's pretty quick and has a chunky 3,000 hitpoint Health bar to help it get out of danger if it gets stuck. It’s a nice mid to late-game upgrade from the Screaming Skull catapult, which is also another solid artillery piece that’s worth using for most of the early to mid-game.

Nehekara Warriors: Unlike Tomb Guards who can hold the line, Nehekara Warriors are more specialized and are better at blitzing enemy positions. Their defense stats aren't too high, but with support they can get the job done. Paired with Ushabti they can be perfect for slamming into flanks or creating a distraction force during Sieges. Their health is also low and there isn't a lot of them, but they can get the job done.

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Skeleton Warriors: The boney boys that you can throw en masse at the enemy guilt-free, the Skeleton Warriors of the Tomb Kings are an expendable fighting force that you should get used to burning through. They’re useful at bogging enemy infantry down for artillery fire and magic or physically blocking formations from getting to vulnerable units. They can be recruited with Swords or Spears if you need some basic Anti-Large fighters in your army, but don’t rely on them too heavily for long as they’re weak and can be routed pretty quickly.

Skeletal Horsemen: If ever there was a unit with “Do Not Bother” stamped on them, it would be the Skeleton Horsemen and the Chariots. These two cavalry options for the Tomb Kings are just a waste of time and are better used as an expendable distraction if you go for the archer version instead of making a bone horse brigade. Generally, if you have no other choice and your enemy has a lot of vulnerable ranged troops, then use them. Otherwise, leave these skeletons buried in the sand where they belong.

Carrion: An exclusive Warbeast for the Tomb Kings. These Undead Vultures are good for harassing archers, siege engines, and routing infantry, but aside from that they're pretty expendable. They also bug out a little in melee, but their Vanguard Deployment ability allows for some creative ambush attacks. Worth mentioning is that Tomb Kings also have access to Warhounds and Fell Bats, but for expediency, you should consider them about as useful as Carrion.

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