“!!!”
Weirdboyz are Ork psykers, unique in that they act as psychic sponges, absorbing and channelling the psychic energies of other Orks. All Orks are innately psychic, though in only a few - the Weirdboyz - are their psychic powers fully developed.
type | infantry |
squad | 1 |
health | 850 |
energy | 500 |
courage | 100 |
type | infantry |
armor | infantry |
size | small |
xp | 250 |
global | 40 |
health | 850 |
melee skill | 60 |
speed | 5 |
rotation | 600 |
sight | 40 (5) |
charge speed | +3 |
charge range | 12 |
charge duration | 4 |
charge cooldown | 6 |
leap | no |
produce | 400 |
produce | 40 |
produce | 5 |
produce | 25 |
produce | 0 |
reinforce | 200 |
reinforce | 20 |
reinforce | 5 |
reinforce | 19 |
upkeep | 25.5 |
1 | 2 | 3 | 4 | |
health | 850 | 978 | 1124 | 1293 |
health regen | 0.5 | 0.53 | 0.55 | 0.58 |
energy | 500 | 575 | 650 | 750 |
energy regen | 1 | 1.05 | 1.1 | 1.16 |
melee skill | 60 | 61 | 62 | 63 |
melee damage | 1 | 1.1 | 1.21 | 1.33 |
range damage | 1 | 1.05 | 1.1 | 1.16 |
ork_weirdboy_psychic_cannonplasma_cannon_pvp damage |
ork_fist_weirdboymelee_pvp damage |
Zzap150Fries an enemy with psychic power, dealing 100 sniper damage. The psychic charge will periodically jump to other nearby units, friends or foes, and deal 50 sniper damage to them as well. Range 50, cooldown 60 seconds. |
Warp Vomit125Vomit up psychic stuff, doing up to 20 sniper damage and weapon knockback to enemy infantry caught in the spew (radius 12). Exposed infantry are stunned for 8 seconds. Maximum range 30, minimum range 15, cooldown 60 seconds. |
Foot of Gork500Brings down the mighty foot of Gork to stomp on enemies. After a 2.5 second delay, the huge foot crashes down, doing up to 225 plasma cannon damage and ability knockback in radius 10. Infantry units are stunned for 5 seconds. Maximum range 70, minimum range 15, cooldown 90 seconds. Requires Warphead upgrade. |
Over Dere!75Flings allies within radius 17 of the targeted position through the air using ability knockback, without causing them any damage. Range 17, cooldown 25 seconds. Requires Bigga Brains upgrade. |
Warpath30 and then 15 per secondChannels the power of da Waaagh!, making all allied infantry in radius 20 take 20% less damage and increasing their speed by 2. The Weirdboy regenerates 50 courage damage when Warpath is activated. Drains 15 energy per second. Requires Warpath upgrade. |
Bigga Brains | T240 25 15Increases the Weirdboy's health by 15% and grants the Over Dere! ability, allowing the Weirdboy to fling allies through the air without damaging them. |
Warphead | T275 30 15Increases the Weirdboy's energy by 500 and grants the Foot of Gork ability, which deals up to 225 plasma cannon damage and ability knockback in radius 10, stunning anything it hits. |
Warpath | T250 25 15Delays the Weirdboy's death explosion, increases health by 25%, and grants the Warpath ability, which increases surrounding infantry's speed by 2, and grants 20% damage resistance. |