Welcome to the Big Waaagh! magic type for Total War: Warhammer. You will find all the spells that the Big Waaagh magic type has on this page.

Big Waaagh! Spells:

  • Gaze of Mork
  • Brain Bursta
  • Fists of Gork
  • ‘Eadbutt
  • ‘Ere We Go
  • Foot Gork

Gaze of Mork

Mork gives the Shaman the ability to project beams of coruscating energy from his eyes.

Gaze of Mork Spell
Power Cost: 4
Cooldown: 29
Type: Magic Missle
Cannot use if: Manning equipment, Climbing
Target: Enemy, 250m
Projectile Range: 250m
Effects:
  • Causes moderate magical damage
  • Good from a high angle
  • Good against large combatants
  • Strong vs a singe combatant
  • Weak against armour

Gaze of Mork Spell Big Waaagh Magic Warhammer


Brain Busta

Projecting violence in a mental wave, the Shaman glowers at his target and lets loose a bolt of brain meting force.

Brain Busta Spell
Power Cost: 7
Cooldown: 31
Type: Explosion
Cannot use if: Climbing
Target: Ground, 200m
Cannot target if: Flying
Effects:
  • Causes moderate magical damage
  • Large explosions area
  • Strong vs a single unit
  • Weak vs a single combatant
  • Weak against armour

Brain Bursta spell Big Waaagh Magic Warhammer


Fists of Gork

In a fit of fighting fury the target unit becomes harder than iron, increasing both its attack and defence.

Fists of Gork Spell
Power Cost: 7
Cooldown: 43
Type: Augment
Duration: 33 seconds
Target: Self, Ally, 200m
Effect Range: 40m
Imbues: Magical Damage

Effects:

  • +24 Melee Attack
  • +24 Melee Defence

Fists of Gork Big Waaagh Magic Warhammer


‘Eadbutt

A wave of green energy emanates outwards, forming a shockwave of power that assaults any unfortunate foe.

‘Eadbutt Spell
Power Cost: 7
Cooldown: 45
Type: Breath
Duration: 8 seconds
Target: Ground, 150m
Cannot use if: Climbing
Cannot target if: Flying, On a wall
Effects:
  • Causes moderate magical damage
  • Can disrupt unit formation
  • Short, wide, expanding, tear shaped attack
  • Strong vs a single unit
  • Weak against armour

Eadbutt spell Big Waaagh Magic Warhammer


‘Ere We Go

As the Shaman chants, he leaks fighty energy, boosting the fierceness and prowess of friendly units neraby.

‘Ere We Go Spell
Power Cost: 11
Cooldown: 47
Type: Augment (Area), Only acts on targets when in area
Duration: 38 seconds
Target: Self, Ally, affects allies in range, 200m
Effect Range: 40m
Effects:
  • +40 Melee Attack

Ere We Go spell Big Waaagh Magic Warhammer


Foot of Gork

The Shaman impores the sky with wild gesticulations. The almighty green foot of the Orc god descends to crush the foe!

Foot of Gork Spell
Power Cost: 18
Cooldown: 54
Type: Explosion
Duration: 8 seconds
Target: Ground, 200m
Cannot use if: Climbing
Cannot target if: Flying
Effects:
  • Causes massive magical damage
  • Huge explosion area
  • Can disrupt unit formation
  • Strong vs multiple units
  • Weak vs a single combatant

Foot of Gork spell Big Waaagh Magic Warhammer


Now you know everything about the Big Waaagh! spells in the Total War: Warhammer games.