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===Lore of Hashut (Chaos Dwarfs)=== Summery of Strengths: a very offensive fiery lore that's all about hurting your enemies, either by broiling them to a crisp or weakening them. Some spells are quite niche, but all that fire weakness can really add up since many units in the roster have fire damage in some way shape or form. Total lack of support. ''Killing Fire (passive)'': Despite it's extremely dumb name, this passive basically turns your character into a mortis engine for 5 seconds, dealing a moderate amount of damage per second to all units within 55m. It would be pretty useless for most other factions, but the combined-arms approach of the Dawi-Zharr make this at least situationally useful. Lords like Drazoath probably get the most benefit. *'''Burning Wrath''': A magic missile with an explosion, which leaves a tiny AoE vortex that sucks nearby models inwards. Pretty bad vs armor, but can really mess up unarmored chaff, making it great against undead factions (or wood elf tree spirits). Has a good 300 range, and that vortex can slow enemies down for a couple seconds, but the chaos dwarf artillery fills this role and does it far better, meaning you probably won't see it much in multiplayer. On the single player side, it's overcasted version can be insanely good at destroying close range blobs. *'''Dark Subjugation''': -8 leadership and -24 melee defence for 17 seconds. At 6 winds you're getting decent bang for your buck, but this is a pretty redundant spell that's really only useful against elite infantry and maybe especially tanky single entities, which the chorfs are already highly specialized at dealing with. *'''Ash Storm''': Creates a very cool-looking circle in which everything in it becomes slower and more vulnerable to fire. It may seem expensive for what it does at 10 winds, but it lasts for a good 32 seconds, meaning there's really no reason to overcast it. The slow is situationally ok against fast factions, but timing it correctly means that all your fiery artillery and monsters get a 20% damage boost in the AoE, which can be pretty nasty in the right moments. *'''Curse of Hashut''': It's essentially a worse spirit leech. Deals the same damage as the aforementioned spell, and has twice the range (though it doesn't increase when overcasted). At 11 winds of magic base (the same as overcasted spirit leech) it's pretty cost inefficient. Overcasting it costs a chunky 16 winds for a 5-second increase in duration. Pretty lame spell. in multiplayer, generally best to leave it at home. *'''Hell Hammer''': It's basically Fiery Convocation with a narrower path and a bit more specialized against unarmored infantry, although it certainly does it's job against armored as well. It has a similar very long and noticeable startup, meaning you have to aim it properly, and against slow moving units, or risk wasting 16 winds. *'''Flames of Azgorh''': Summon an underground eruption to make blobs nice and toasy. This spell is absolutely busted right now due to a bug (or simply inadequate playtesting) in that while it's meant for killing blobs of chaff, it can totally NUKE single entities reducing half the hp of even beefy lords/heroes in a single cast. This is likely because the projectiles are spawned under the floor of the map at a very narrow point in the casting radius, so if you aim right, every projectile will hit the entity without triggering the projectiles explosion which adds up to disgusting damage. Expect this to get patched in the future. {{Total War Warhammer Tactics}}
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