Lore of HASHUT Magic Guide! - Warhammer 3

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the law of hashut our first spell burning wrath is a magic Missile but not like any you've ever seen before it has an upward trajectory and then comes down explodes and turns into a small Vortex which means it's designed to damage infantry which is very different from the usual magic Missile which is great for snoping at Lords and heroes in any single entity and then there's an overcast version which will spawn three vortexes on Landing instead it doesn't do a ton of armor-piercing damage so use it on lighter units but it does cause fire and Magic damage so it can be useful just against a single unit of infantry although to really make the most of it they need to be quite tightly packed and in their full normal formation like this where they're a bit spread out it's maybe not so effective and as mentioned there isn't a ton of armor piercing so if you use it on a unit of great swords like here who do have a fair bit of armor on you can see it hits relatively well kinda misses a little bit doesn't do a great deal of damage though as you can see and the overcast version can be nice if all three of your vortexes land well but it's very easy for them to miss so honestly I wouldn't spend the 11 Magic on it maybe using just the six magic single version is okay but it doesn't seem a massively useful spell I found it a bit underwhelming overall in terms of the damage it does plus you have that RNG element of the vortex missing or going into your own troops so not a spell I highly recommend personally what will probably be more useful for six wins of magic is this spelled dark subjugation minus eight leadership minus 24 melee defense last 17 seconds can be overcast to make it last longer but overall this is just a fairly simple useful debuff could just be used for the melee defense if you want at the start of a fight between two units especially stronger ones to help your unit win the fight and ultimately to help your unit take less damage from said fight but if you want to make use of the leadership debuff as well it's going to be much better in the late game when things are near wavering the loss of melee defense will make a unit take damage faster which can lead to bigger leadership penalties plus the minus eight leadership so you can hopefully route things a little bit sooner than you normally would overall a good spell it does its job useful in many situations if you catch a lord or something in a bad situation you can reduce their melee defense make them take more damage there's plenty of good uses for this spell the next spell we have is Ash storm for 10 wins of magic reduces speed by 25 and gives a 20 weakness to fire to all units in the area hex it also can be overcast to extend the duration now this spell I think is one that really needs to work together with the rest of the army to maximize its potential as you see here I've cast this spell on a couple of units of Cavalry and I've teamed it up with the suppressed ability from the iron demon that's a 30 reduction to speed so overall a 55 reduction to speed for these two units and then I've also added the flammable weakness to fire from the wolf boy Cavalry so that's a 40 weakness to fire so yeah we're really maximizing what this spell can do and of course you can Team it up with more if you saw my 200 damage video you'll know all about this I'll link that at the end if you didn't that speed reduction can buy you some nice time to blast away at the enemy units with fire glaves or artillery and such and as there is a lot of units with fire attacks in this Army it's pretty easy to take advantage of this weakness to fire that you can apply you could perhaps use it in something like a Frontline situation where the speed won't really help but if you've got some units with fire attacks and there's maybe two or three that you could hit with this spell and it makes all of them do 20 extra damage to the enemies they're fighting that's always is going to be useful so a really nice belt but it does have to synergize with other parts of the army next we've got the curse of hashut now this one is very very simple it's fairly expensive for what it is it's a direct damage spell it's basically Spirit leech if you know how to use Spirit leech you know how to use this spell it's direct damage to a single character can be upgraded to last longer but this is one you're just gonna drop on the Lords and single entities as much as possible but do be aware with this spell it's quite expensive for this kind of spell 11 wins of magic compared to Spirit leeches 8 and what you're paying for There is extra rage this spell has 200 meter range compared to Spirit leeches 100 meter range and that is useful if you want to try and get this spell off from farther away but if you are quite close you are then wasting the magic that you're spending on that extra range so it's kind of up to you whether that bothers you or not and whether you think the damage is Enough from this spell to Warrant wasting that magic on the unused range otherwise though a simple direct damage spell next probably the best spell in this law book in my opinion hellhammer it does a lot of damage it's very reliable as a wind spell it goes where you tell it although it is quite an expensive one at 16 wins of magic it can be overcast for 22 wins of magic which will make it go further another very simple spell to use you've just got to find those lines of infantry that you can fully go through could be at the start of a battle before the enemy formation is moved like so or when the enemy is engaged with your units and is kind of stuck in place goblins can be a good use for this just to pin things down they can light them up for you and then you can nail them with the hammer so very similar to something like penumbral pendulum lots of damage as long as you can get that nice straight line to go through does cause fire and Magic damage as well so if you can abuse some fire weaknesses there's even more damage to have and our last spell of the day flames of asgore a very expensive one but a very cool one all the same it's a bombardment spell but it's pretty much like a volcanoes erupting and then these big Lavery bombs fly down and blow up everything in the radius said radius is quite big though so it can be hard to fill in a lot of situations but using something cheap and Expendable like goblins who you don't mind blowing up a bit that can be a good way to pin some units to try and fill up maybe half or three quarters of the circle to get the most out of it but of course with how much the AI loves clumping up in this game in big battles there may be some good situations where you can fill up the circle and it will do absolutely ungodly amounts of damage so yeah very nice although it does depend how well you can fill up the circle and also what you're filling up the circle with if you're filling it up with skaven slaves it's probably not going to be that worthwhile for 18 wins of magic but if you're filling it up with storm Vermin maybe it will be but there we go the law of hashut a pretty good law book overall a very aggressive one all about hurting the enemy in some way not really about supporting or buffing your troops so much but I guess that works for the chaos dwarfs I hope you've enjoyed this thanks for watching thanks to all the patrons who support this channel if you'd like to become one check out the link written at the top there or in the description I'll see you with the future
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Channel: Zerkovich
Views: 57,361
Rating: undefined out of 5
Keywords: warhammer 3, total war, guide, tutorial, how to, tips and tricks, pro, magic, lore, hashut, chaos dwarf
Id: 70A00YomXVE
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Length: 6min 19sec (379 seconds)
Published: Tue Apr 04 2023
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