Elite/Grey Knight Terminators/Abilities

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StatsLevelingWeaponsAbilitiesUpgrades • Strategy

Default abilities

Melee Resistance Aura   
Dow2 sta hardened armor.png Unit(s) Heroes and most melee units This unit always takes 40% less damage from melee weapons. Does not affect damage from ranged weapons.
Requires Default ability
Cost Always active
Energy Drain Aura   
Elite gk purified blades.png Unit(s) Grey Knight Terminators Drain Dow2 energy 16.png1.7 per second from enemies within a radius of 20.
Requires Default ability
Cost Always active
Teleport (GK Terminators)   
Dow2 sm teleport.png Unit(s) Grey Knight Terminators Teleport to the chosen location.

Range 50, Time (seconds)100 second cooldown.
Requires Default ability
Cost None
Immunity (Suppression)   
Dow2 sm defend.png Unit(s) Terminators, daemons, some heroes The unit is immune to suppression.
Requires Default ability
Cost Always active
No Retreat   
Dow2 sm reactive strike.png Unit(s) Terminators, some infantry units The unit cannot retreat/Fall Back.
Requires Default ability
Cost Always active

Liber Daemonica

Hammerhand   
Elite gk hammerhand.png Unit(s) Grey Knight Terminators Increase the squad's melee damage by 15% and Nemesis halberd splash damage by 50% for 10 seconds.

Time (seconds)60 second cooldown.
Requires Liber Daemonica (Terminators)
Cost Dow2 energy 16.png0