Chaos Sorcerer

“The Warp does my bidding.”

A powerful psyker devoted to the Great Plan of Tzeentch, the Chaos Sorcerer can win engagements with misdirection and control. Able to support the otherwise direct and deliberate Chaos forces with flashes of high mobility and unconventional tactics.

Unit stats
Model stats
melee skill70
sight40 (5)
charge speed+3
charge range11
charge duration4
charge cooldown6
health regen0.50.510.530.540.550.570.580.590.610.62
energy regen11.11.211.331.461.611.771.952.142.36
melee skill70717273747576777879
melee damage11.
range damage11.



melee_pvp damage
49 damage per hit
35 damage per second


piercing_pvp damage
21 damage per hit
10.95 damage per second

Sword of Flame


melee_pvp damage
62 damage per hit
44.29 damage per second


piercing_pvp damage
21 damage per hit
10.95 damage per second

Rod of Warpfire


melee_pvp damage
70 damage per hit
50 damage per second


piercing_pvp damage
50 damage per hit
35 damage per second

Melee Resistance Aura

This unit takes 40% less damage from melee weapons. Passive ability.


Consumes the life force of an allied non-hero infantry unit, killing it to restore 50 energy and 15 percent of maximum health to the Sorcerer. Range 8, cooldown 25 seconds.


Fires three bolts of dark psychic power at the targeted area, each doing 18 plasma damage. If the Sorcerer has at least 40 energy after the initial casting, he fires an additional three bolts. Range 50, 10 second cooldown.

Coruscating Flame

Drapes a unit in a shield of unholy fire for 15 seconds, burning all enemy units around them in radius 10 for 6 flame damage per second. Range 20, 30 second cooldown.


Triggers a line of fiery detonations within radius 5 and length 20, doing 80 plasma cannon damage and weapon knockback to enemies caught in the wake. Range 40, 60 second cooldown.


Teleports to target location. 50 range, 11 second cooldown.

Chains of Torment

Summons a mass of sorcerous chains that snare enemy infantry in radius 15, immobilizing them so long as the central mass is not destroyed. If not attacked, the central mass will survive for 15 seconds. Central mass has 500 hp and infantry armour. Range 25, 65 second cooldown.

Daemonic Shield

Raises a shield of Warp energy over radius 10 that lasts 20 seconds and reduces received ranged damage by 35%. Grants suppression immunity and breaks suppression. Range 40, 45 second cooldown.

Warp Rift

Tears an entrance to and exit from the Warp, teleporting nearby infantry from one to the other. The rift remains active so long as the Sorcerer channels energy to it. Range 90, 60 second cooldown.

Curse of Tzeentch

Places a curse on an enemy non-hero infantry squad that lasts 25 seconds. Any member of the squad that perishes while under the effect of the curse will explode, doing weapon knockback and 15% of its maximum health in piercing damage in radius 7. Range 40, 40 second cooldown.


Gains control of an enemy non-hero infantry unit for 10 seconds. Unit's speed is decreased by 1, its damage is increased by 25%, and is immune to damage for the duration. The Sorcerer is immobile and immune to knockback during the subjugation, and also receives 20% less damage. Range 30, 80 second cooldown.

Sword of Flame  | T1
100 25 20

Increases the Sorcerer's melee damage (44.29 melee DPS) and ignites targets in unholy flame, doing 5 piercing damage every second for 5 seconds. Also grants the Coruscating Flame ability, wreathing an ally in a shield of flame, burning all enemy units around them in radius 10 for 6 flame damage per second.

Vestments of the Warp  | T1
125 30 20

Inlaid with foul spells, these vestments grant the Warp ability, allowing the Sorcerer to teleport. They also increase health by 100.

Sigil of the Rift  | T1
100 20 20

Grants the Warp Rift ability, transporting infantry units, allied or enemy, from one point to another through the Immaterium.

Rod of Warpfire  | T2
130 25 20

Bestows increased melee (50 melee DPS) and ranged (35 piercing DPS) damage and grants the Warpfire ability, damaging enemies in a line with detonations within radius 5 and length 20, doing 80 plasma cannon damage and weapon knockback.

Robes of Torment  | T2
125 30 20

Woven from barbed chains, these robes grant the Chains of Torment ability. Increases health by 200.

Icon of Tzeentch  | T2
120 25 20

Grants the Curse of Tzeentch ability, causing enemies to explode on death, doing weapon knockback and 15% of the dead model's maximum health in piercing damage in radius 7.

Daemon Armor  | T2
125 30 20

Grants the Daemonic Shield ability, which decreases incoming ranged damage by 35%, breaks suppression and grants suppression immunity. Increases health by 100, energy by 20 and energy regeneration by 1.5 e/s.

Tome of Subjugation  | T3
150 50 20

Grants the Subjugate ability, allowing the Sorcerer to control an enemy non-hero infantry unit for 10 seconds.

Warp  | T1

Teleport the targeted allied unit to the Sorcerer's location. Sorcerer cannot be knocked down for the duration. Cooldown 120 seconds.

Dark Flames  | T2

Creates a line of fire that lingers for 15 seconds, damaging infantry for 5 flame aoe ability damage per second. Infantry will temporarily catch on fire and hurt other infantry in a radius 8, dealing 2 flame damage per second for 7 seconds. Cooldown 90 seconds.

Daemonic Summoning  | T2

Brand a targeted location with a summoning circle from which two Bloodletters will spawn every 3 seconds. These daemons will remain while they have Energy, which drains over time, and they will disappear after 10 seconds. The circle also allows Chaos infantry units within radius 30 to reinforce. Duration 24 seconds. Cooldown 180 seconds.

Summon Chaos Terminators  | T3
550 100 350

Teleport a squad of Chaos Terminators to the targeted location. Terminators are immune to suppression, but cannot fall back. They instill fear in enemies upon each kill, causing -3% damage dealt and +2% damage taken in radius 25 of the death. This effect can stack up to 5 times. Cooldown 420 seconds.

Empyreal Abyss  | T3

Creates a devastating warp rift that deals 200 melee heavy damage per second to units within a radius 5. Units between radius 12 and 5 receive 25 melee heavy damage per second, and any units within a radius 5 of the unholy shards that erupt from the ground will receive 20 melee heavy damage per second for 15 seconds. Unholy chains will pull nearby infantry into its area of effect. Cooldown 120 seconds.