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===Legendary Lords=== *'''Mazdamundi''' - The last of the second generation Slann (lore-wise), Mazdamundi uses magic primarily from the Lore of Light to act as a hybrid support/offensive caster. The two main selling points of Mazdamundi over a generic Slann Mage-Priest are his Stegadon mount Zlaaq and his signature spell ''Ruination of Cities''. Zlaaq allows Mazdamundi to actually engage in melee, something no other Slann can safely do, and makes him substantially more durable against most forms of attack. ''Ruination of Cities'', especially when combined with ''Banishment'', makes Mazdamundi an excellent AoE caster capable of tearing infantry focused armies to shreds with ease without chewing through your Winds of Magic reserve. These spells are limited however, being bounded spells, so make sure you wait until the right moment to utilize them. Additionally, don't put too much faith in them; as their movement patterns are random, these spells (particularly Ruination of Cities) can just as easily do nothing or even devastate your own forces as they can your enemies if you aren't careful. ::'''Warhammer III''' brings a few buffs to his toolkit; the barrier mechanic normally reserved for Tzeentch armies is now also granted to all Slann as well, helping mitigate the first few attacks against him. Additionally, to better represent the almighty toad's arcane prowess, Mazdamundi receives a 50% increase in range to all spells he casts. This turns him into a sort of magical artillery engine, as he'll have virtually no issues slapping that Banishment or Comet of Cassandora cast pretty much wherever he damn well pleases. *'''Kroq-Gar''' - Your dedicated duelist, Kroq-Gar is an offensive powerhouse that shines when seated atop Grimloq, his faithful Carnosaur mount. Though expensive, Kroq-Gar/Grimloq can engage virtually any enemy type in the game effectively and is able to duel against many enemy lords and come out on top. Though a monstrous force on his own merits, Kroq-Gar is something of a glass cannon however and as a larger target is prone to getting mobbed by multiple units or getting focused down by ranged infantry/artillery. Another notable shortcoming is that he provides limited support for the rest of your army (a bit of a problem for all Saurus Oldbloods), and as such is not recommended for dino-heavy army builds, his bonuses to armor and leadership being less important than the healing abilities of Life Slann. *'''Tehenhauin (DLC 1)''' - Your only Skink-Priest lord choice, Tehenhauin is something of a niche pick. He can deal solid enough damage against footlords/cavalry lords in a fight (particularly if on a Ripperdactyl) and is also capable of dealing notable damage to swarms of infantry (with his Lore of Beasts and/or with his Engine of the Gods), but he's extremely frail for a Lizardmen lord when unmounted. Never get the Fanatic skill in his skill tree; it only benefits Skink units and they are pretty trash after the mid-game. *'''Tiktaq'to (FLC)''' - Another somewhat niche pick, Tiktaq'to is a dedicated flyer who excels in lists built with Terradons, Ripperdactyls and Coatls as the focus. Though mounted on Zwuup, Tiktaq'to is your squishiest (Legendary) Lord and lacks the support/damage options available to the others, but he's inarguably the swiftest of the bunch (which doesn't mean much compared to other flying lords and heroes). Under no circumstances is he a direct combat lord; against any duelist or large/monstrous lord he will lose handily. The only targets he can safely engage are dedicated casters, artillery and dedicated ranged infantry. Because of this, playing him requires far more finesse than what is required for virtually every other lord; even against targets he ''can'' engage effectively, prolonged combat will invariably whittle him down and may the Old Ones help you if he's surrounded while grounded. Keep a squad or two of Ripperdactyls close by to make up the difference in combat ability and to take advantage of Tiktaq'to's buffs. Also, his unique Epic weapon doesn't work if he is attacking a ground target in melee because its attack bonuses are only in effect when flying, so he's weaker than a Skink Terradon Rider when attacking ground targets UNLESS you swap out his weapon. When used in campaign, much of his value comes from his rather insane and stackable upkeep discount for flyer units. Even on higher difficulties, it is extraordinarily easy to stack enough upkeep cost reductions to have a full Coatl doomstack damn near for free (until the Supply Lines penalties become particularly swollen, at least). Additionally, his unique rite gives all of his armies the ability to easily chase down fleeing armies or attack multiple settlements a turn which can be ''devastating'' to an enemy faction if used at the right moment. *'''Nakai (DLC 2)''' - The largest and oldest of the Kroxigor Ancients, Nakai is an infantry mulcher who (thanks to his enthusiastic animations) will literally sweep his way through the thickest blobs of infantry. Nakai possesses a few notable traits over his competitors; his ability to grant perfect vigour to nearby allies ensures they're in peak form throughout the entire battle while his Miasma of Despair can cripple enemies within his presence; a potentially nasty combo that can ensure your forces slowly but steadily chew through enemy frontlines. Unfortunately, Nakai has a few major weaknesses: As a large entity, he's vulnerable to anti-large weaponry (which does abound among baseline infantry) and is an easy, defenseless target for ranged units to snipe. He also struggles to properly duel opposing heroes/lords due to his size and janky animations making him lunge about haphazardly while they continue to poke him to death. Because of this, he tends to work best as a force multiplier for infantry builds. *'''Gor-Rok (FLC)''' - Where Kroq-Gar is the spear, Gor-Rok stands as the shield. Gor-Rok is a dedicated footlord, among the slowest of them, but makes up for it through sheer, unbreaking resilience. As the only unit in the entire Lizardmen roster with a silver shield (55% missile block chance), Gor-Rok is able to shoulder his way through the kind of firepower that would fell a lesser Old-Blood on the approach. Gor-Rok can also stand neck-deep among hordes of angry infantry and walk out seemingly unscathed. When equipped with the ''Mace of Ulumak'', Gor-Rok can also prove a competent duelist in his own right, even if it's only in temporary bursts. Gor-Rok does falter against mounted/monstrous heroes/lords and is vulnerable to duelists with good AP values, though the Twisted and the Twilight patch has helped address the issue of him being staggered to hell and back. Never the less, Gor-Rok is a relatively cost effective Legendary Lord who can and will hold the line until the bitter end. His campaign starts with Lord Kroak fully unlocked and active, which makes his campaign among the easiest in the entire game, even on higher difficulties. **Gor-Rok's rite will be changed in Immortal Empires, giving his units Barrier and immunity to certain debuffs, like Poison. Unlike Tzeentch, his version of barrier probably won't be as game-breaking because of how slow Saurus and that they do their best stuck-in. *'''Oxyotl (DLC 3) ''' - The legendary daemon-slaying chameleon skink of Oyxl is the last legendary lord for the faction (at least for TWW2). As to be expected from any shape or form of a Chameleon Skink, Oxyotl is a rather cheap, stealthy character hunter who behaves somewhat like a Wood Elf Waystalker. Unlike Waystalkers, Oxyotl has a particularly nasty trick in the form of Master Predator; a toggle-able skill that reduces his movement speed in exchange for an increase in range, Snipe and the ability to remain undetectable unless the enemy gets extremely close to his position. Combined with his modestly powerful armor piercing missiles, this can quickly wear down most armored lords and heroes rather quickly if left to his own devices. Of course, as a reasonably cost effective LL, the drawbacks have to come in somewhere and for Oxyotl, that drawback is melee combat. While he has acceptable melee attack and defense, Oxyotl has no armor or damage mitigation tools at his disposal. Any combat lord or hero worth his or her salt can and will kill him in a hand-to-hand duel. Fortunately, he's fast enough that virtually no footlord can catch up to him unless you willfully allow it. He also struggles to deal with the rank and file and lacks any notable support abilities for his own forces, but that's fairly typical of the niche Oxyotl fills.
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