With the release of Chaos Dwarf Forge,Total War: Warhammer 3'The Immortal Empires map now has no less than 180 spells spread across 30magical legendNeedless to say, when your game has so many spells, it's inevitable that some of them will prove to be much better than others.
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Althoughcreative editingMany spells are still heavily overpowered to balance the game's magic system. Now, if it was a multiplayer game, it wouldn't be such a big deal. But since most people prefer Immortal Empires to multiplayer modes, the spells on this list will only make the game more interesting. Unless, of course, you are their recipient.
10 final conversion
Ultimate Transmutation is a direct damage spell from Doctrine of Metal, designed to take down enemy lords or other high value targets. This spell isn't as flashy as others on this list and won't let you wipe out an entire army in just a few seconds. Actually, this spell isn't very good against hordes of enemies. However, when it comes to single target damage, it's already the best. As you might expect, Ultimate Transfiguration is expensive to use, especially if you want cloudy skies.
Perform some ultimate transformations on enemy mages and watch their health drop in an instant.a powerful legendary rulerit will get better, but their health will also seriously suffer. Unlike other spells designed to combat powerful single entities, Final Transformation also affects units near the primary target. While it doesn't deal much damage to them, it can paralyze weak infantry protecting an enemy lord or hero.
9 From Zemst Van Hei
Vangheist's Revenge is a deep sea lore aerial spell that summons a spectral ship that disrupts enemy formations and deals significant damage. As with all wind spells, successfully using Vangheist's Revenge requires good timing and a bit of luck, but when it's done, the results are absolutely beautiful. A ghost ship can easily destroy two or three infantry units at once. Considering it deals both magic damage and full armor piercing damage, the spell isn't bad against other targets either.
The only thing keeping Vangheist's Revenge from completely destroying it is its cost. The spell costs no less than 20 Winds of Magic to cast, and that's just the basic version. Condemning this bad boy will cost no less than 26 Winds of Magic. What's more, the spell takes a long time to cast, giving enemies a few seconds to dodge. But despite these flaws, Vangheist's Revenge is simply the best spell in deepsea lore and deserves its place on this list.
8 Firestorm
Firestorm is a Doctrine of Fire vortex spell that deals significant damage even in its base form. On cloudy days, the spell deals more damage and lasts twice as long as normal. We're talking almost a full minute, which is quite a long time when you're in the middle of a fight. Firestorm deals fire and magic damage, making it ideal against most types of units. This spell works best against unarmored infantry or cavalry units, though it also does less armor piercing damage.
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The spell's range isn't particularly great, but it's a moving vortex that covers more ground than you'd expect. Like other random movement spells, Firestorm is unpredictable and can do more harm than good if used arbitrarily. On the other hand, despite the potential danger to your own troops, it's hard to resist summoning a giant flame tornado if given the chance.
7 the inhabitants below
The Dwellers Below is a Life Doctrine direct damage spell that has been the subject of many memes over the years. As the name suggests, Lore of Life revolves around healing and buffing allies. So it's somewhat unexpected that the same lore also includes one of the most commonly broken damage spells in Empire of the Immortals. In fact, it's the only thing in the entire game described as capable of dealing damageseriousDeals damage to enemies.
One of the unique features of Dwellers Below is that it is a two-phase spell. During the main phase, enemies trapped in its radius are subject to a status effect, simply called "dungeon dwellers". This status effect does a lot of damage over time and also slows your movement speed. All damage completely pierces armor and will create chaos even after the main phase is over. Cloud spells just add movement debuffs, which makes sense since the damage is already staggering for the cost.
6 Kometa Kasandora
Casundora's Comet is a Doctrine of Heaven Bombardment spell that needs no introduction at this time. The spell has been around since the beginning of the series and was even featured in the original Total War: Warhammer launch trailer. In terms of raw stats, Cassandor's Comet is one of the most damaging spells in the entire game. Not only does the impact itself cause a ton of damage, but the comet also causes a powerful explosion that sends enemy troops flying in all directions.
Usually it takes many winds of magic to cast a powerful spell, but this is not the case with Cassandor's Comet. The spell only costs 13 Winds of Magic, excellent value for money. The upgrade is a little more expensive, requiring 20 Magic Wind, but swapping it doubles the blast damage, so it's definitely worth it. Urannon's Thunderbolt is another bombardment spell in Doctrine of Heaven, which is very powerful on its own when used on very specific targets, but Cassandra's Comet only hasThe strongest elite infantryor monster units.
5 Spasi Back
Itzy's Salvation is a very unique blast spell that has its own magical lore. The spell has three levels and can only be cast by Lord Crocker, one of the greatest legendary heroes of the Immortal Realm. The spell was first introduced in Warhammer 2, and despite the nerfs in Warhammer 3, Itza's deliverance remains ridiculously overpowered to this day. The main difference from many similar spells is that you can safely cast it on your own units as it does no damage to allied units.
Salvation of Itza also stands out with its radius which is quite large even at the first level. Meanwhile, the third tier has an absurd radius, or to be more specific, the damage spells have one of the largest radii in the entire game. Units that survive the blast itself are pushed back like rag dolls and take heavy impact damage. The only downside to the spell is that it takes a long time to cast and is quite expensive if you're going to level three. Although some might argue that it should bemoreExpensive considering it can easily remove hundreds of cells at once.
4 Azgol's Flame
Azgorh's Flame is a bombardment spell from Hashut, a new magical lore introduced in the Forge of Chaos Dwarves DLC. This spell is especially powerful when he uses itblade rudeBut whoever uses it makes the enemy's work shorter. Azgorh's Flame deals magic, fire, and armor piercing damage. And if that's not enough, the spell also deals damage over time, so there's something for everyone here.
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The damage done by Flames of Azgol will vary depending on several factors. The spell causes a rather large explosion, sending a lot of fireballs into the air that deal almost as much damage as the explosion itself. However, their trajectories are somewhat erratic and there is no guarantee that the fireball will land where you want it to. Some will inevitably miss their targets and may end up on your troops.
3 the bottom of the shadow
The Pit of Shades is a vortex spell in Shadow Legends that is more destructive than its stats suggest. The unit card for this spell is contradictory as it claims to only affect one unit, but immediately states that it is powerful against multiple units. Actually. Shadowy Abyss can easily eliminate multiple units at once, regardless of armor value. 100% of this spell's damage is magic damage and armor piercing damage, so no one is immune.
Damage aside, the main thing that makes Pit of Shades so powerful is its physics. It is a vortex of silence that attracts everyone to its epicenter, so it is difficult to break away from its grip. Low mass units are knocked out multiple times during the effect and take additional knockback damage each time they hit the ground. Compared to other Maelstrom spells, Abyss of Shadows is a bit more expensive to cast, but considering how powerful it is, that's not surprising.
2 Fusarium wilt
Blight Boil is an explosive Nurgle spell that became infamous early in Total War: Warhammer 3. At first, the spell seemed harmless as nothing happened for several seconds after it was cast. If you use it on a bunch of units, you probably won't even notice the disgusting pustules slowly festering and growing in the middle of them. When the boil is ready to explode, a carnage ensues that is both spectacular and grotesque.
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Surprisingly, Blight Boil does not damage toxins as you would expect from its name. Instead, it's just magic damage and 33% armor piercing damage. The damage value on the spell card isn't very impressive, so you might think it's an overrated spell. However, once you use it, you'll quickly discover that Papa Nurgle's talent is truly powerful, as the explosion caused by this spell deals massive damage on impact. As if that wasn't enough, the spell is almost ridiculously cheap considering the amount of damage it can do if used correctly.
1 The gates of hell
The Infernal Gateway is a vortex spell from the legend of Tzeentch. Anyone familiar with Warhammer history knows that Tzeentch is a master magician, so it's good that one of his spells is high on this list. Infernal Gateway is a pretty standard static vortex spell that deals magic damage and full armor piercing damage. In addition, the spell deals collision damage and prevents affected units from escaping. Of course, smaller units are more sensitive to this effect than larger units.
Infernal Gateway is very similar to Pit of Shades except for a few key differences. The spell lasts longer, but is more expensive to cast and doesn't recharge as quickly as Abyss of Shadows. Of course, another Tzeentch spell, Flash Magic, can be used to increase the charge rate. In theory, Infernal Gateway is slightly more powerful than Shades Pit due to the increased duration, but in practice the difference is quite small. With proper timing, you can easily kill hundreds of people with a single throw of one, though you'll usually get more mileage out of the Infernal Gateway.
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