Stats • Leveling • Weapons • Abilities • Upgrades • Strategy
Default abilities
Melee Resistance Aura |
|
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 |
Warlock Energy Aura |
|
Unit(s) |
Warlock (hero) |
Allied infantry and heroes within a radius of 15 from the Warlock regenerate energy 30% faster. Passive ability. |
Requires |
Default ability |
Cost |
Always active |
Teleport |
|
Unit(s) |
Warp Spider Exarch (hero) |
Teleport to target location within 50 radius. 10 second cooldown. The Warp Spider Exarch's Enhanced Warp Jump Generator decreases his teleport cooldown to 6 seconds and increases the range to 70. |
Requires |
Default ability |
Cost |
35 |
Global abilities
Webway Gate |
|
Unit(s) |
All Eldar heroes |
Build an infiltrated Webway Gate that can transport infantry units. Webway Gates can also increase health or energy regeneration or cloak nearby units depending on which hero you have chosen. Webway Gates have a sight radius of 25. |
Requires |
Tier 1 |
Cost |
75 15 |
Crack Shot |
|
Unit(s) |
Warp Spider Exarch |
Increases the ranged damage of an allied infantry unit by 25% and weapon range by 7 for 25 seconds. 50 second cooldown. |
Requires |
Tier 1 |
Cost |
50 |
Spider's Brood |
|
Unit(s) |
Warp Spider Exarch |
Teleports in a Warp Spider Squad at the targeted location. 300 second cooldown. |
Requires |
Tier 2 |
Cost |
350 16 175 |
Summon Autarch |
|
Unit(s) |
All Eldar heroes |
Summons an Autarch commander equipped with Swooping Hawk wings. Can leap across the battlefield. Passive aura strengthens nearby Eldar infantry. Inspires nearby allies with each kill. Can be returned to the global ability bar and re-summoned for only 150. Cooldown 100 seconds. |
Requires |
Tier 2 |
Cost |
350 50 5 150 |
Eldritch Storm |
|
Unit(s) |
All Eldar heroes |
After a 4 second delay, unleashes a terrifying psychic storm that strikes 27 times, the first 6 bolts doing 125 explosive damage and ability knockback in radius 6, and every subsequent bolt deals 50 explosive damage. Vehicles within radius 3 of a bolt are unable to move or attack for 14 seconds, and have their rotation rate reduced by 80%. Starting from the eye of the storm, 9 points are struck with 3 bolts each, with a 0.5 second delay between points, aside from the first, and a 0.3 second delay between bolts. There is a 1 second delay between the first strike and the second. 120 second cooldown. |
Requires |
Tier 3 |
Cost |
500 |
Wargear abilities
Heavy Gauge Filament |
|
Unit(s) |
Warp Spider Exarch |
Switches the death spinner to a heavier gauge filament for 3 seconds that stuns for 6 seconds on hit. Can't stun an individual model more than once every 6 seconds. Cooldown 45 seconds. |
Requires |
Heavy Gauge Death Spinner |
Cost |
40 |
Group Teleport |
|
Unit(s) |
Warp Spider Exarch |
Teleports the Warp Spider Exarch and all allied infantry in radius 15 to the targeted location after an 8 second delay. Units preparing to jump are immune to knockback. Maximum jump distance 130. 90 second cooldown. |
Requires |
Improved Warp Generator |
Cost |
65 |
Phase Shift |
|
Unit(s) |
Warp Spider Exarch |
Shifts the Warp Spider Exarch and all units within radius 15 out of phase with the physical realm for 10 seconds. Phase shifted units are disabled, invulnerable, and immune to knockback. After the Phase Shift ends, affected units take 40% less damage for 5 seconds. Cooldown 45 seconds. 45 second cooldown. |
Requires |
Phase Armor |
Cost |
50 |
Anti-Grav Grenade |
|
Unit(s) |
Warp Spider Exarch |
Throws a grenade which counters gravity in radius 7 for 8 seconds, levitating and disabling infantry units with weapon knockback. Levitated units take 40% less damage. Range 25. 60 second cooldown. |
Requires |
Anti-Grav Grenade |
Cost |
60 |
Shimmer Orb |
|
Unit(s) |
Warp Spider Exarch |
Throws a grenade that deploys a Shimmer Orb. The Shimmer Orb persists for 15 seconds and blocks all incoming ranged attacks in radius 10. Units within the Shimmer Orb are immune to knockback and cannot fire ranged weapons. Range 20 50 second cooldown. |
Requires |
Shimmer Orb |
Cost |
25 |