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===Lore of DA Big Waaagh! (Greenskins)=== Summary of strengths: a well round lore with good buffs and damage spells, foot of gork and Ere We Go alone make it very solid. no debuffs though. :'''Passive - ''Power of da Waaagh!''''': Functionally identical to the Lore of Death attribute, every time you cast a spell it increases the recharge rate for all spells. Nothing fancy, but still useful. *'''Brain Bursta''': Basically a green fireball. Deals decent damage in a large area from a decent distance. You should probably focus on the other spells in the list. *''''Eadbutt''': A short, wide little breath attack that sends enemies flying. Great for disrupting enemy formations and pushing clumps of enemies around. *''''Ere We Go''': A buff that gives a unit [[rip and tear|+40 melee attack]], allowing even weedy little goblins to punch above their weight. Absolutely horrific when used on Black Orcs, but there's basically nothing in the greenskin roster that doesn't appreciate krumpin' stuff. *'''Fists of Gork''': A cheaper alternative to 'Ere We Go that provides +24 melee attack and defense. It's better to use on a lord or hero to give them an edge in a duel, but 9 times out of 10 you'll want 'Ere We Go instead. *'''Foot of Gork''': '''SPLAT!!''' Summon Gork himself to stomp the shit out of your enemies with one of the most powerful spells in the game. Creates a giant explosion of armour piercing damage that can win the entire battle on its own if cast on the right target. The winds of magic cost is really steep, especially when overcast; but the damage potential cannot be overstated. *'''Gaze of Mork''': Often overlooked, but not completely useless. Gaze of Mork is a cheap precise sniper-rilfe style spell that does decent damage to a single entity. The best part of the spell is the long range, which is good for greenskins who normally struggle when the enemy is too far away. Overcasting lets it trade shots with artillery all the way across the map.
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