Weirdboy

“!!!”

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.

Unit stats
typeinfantry
squad1
health850
energy500
courage100
Model stats
typeinfantry
armorinfantry
sizesmall
xp250
global40
health850
melee skill60
speed5
rotation600
sight40 (5)
charge speed+3
charge range12
charge duration4
charge cooldown6
leapno
Weirdboy
produce400
produce40
produce5
produce25
produce0
reinforce200
reinforce20
reinforce5
reinforce19
upkeep 25.5
1234
health85097811241293
health regen0.50.530.550.58
energy500575650750
energy regen11.051.11.16
melee skill60616263
melee damage11.11.211.33
range damage11.051.11.16

Default


ork_weirdboy_psychic_cannon

plasma_cannon_pvp damage
90 damage per hit
12.5 damage per second

ork_fist_weirdboy

melee_pvp damage
8 damage per hit
5.71 damage per second

Zzap
150

Fries 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 Vomit
125

Vomit 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 Gork
500

Brings 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!
75

Flings 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.

Warpath
30 and then 15 per second

Channels 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  | T2
40 25 15

Increases 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  | T2
75 30 15

Increases 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  | T2
50 25 15

Delays 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.