Lore of the Big Waaagh!

The is a lore of magic introduced in Total War: Warhammer. It is unique to the race.
==Lore Attribute==
=== Power of da Waaagh!=== 	
=== Power of da Waaagh!===
Boosted by the positive energies of fightin' Greenskins, all Spells of Da Big Waaagh increase in power.	Boosted by the positive energies of fightin' Greenskins, all Spells of Da Big Waaagh increase in power.
 	Passive Ability
Big Waaagh!
Type 	Augment of the Winds
Target 	Self
Power Recharge 	+80%
Duration 	25 seconds
Enabled if 	Casting
Triggers when casting 	Triggers when casting
==Spells==
=== Gaze of Mork === 	
=== Gaze of Mork ===
Mork gives the Shaman the ability to project beams of coruscating energy from his eyes. 	Mork gives the Shaman the ability to project beams of coruscating energy from his eyes.
 	Spell
Big Waaagh!
Cost 	4 Winds6 Winds (Overcast)
Type 	Magic Missiles
Target 	Enemy
Ranged Damage 	90 (27%)
Explosive Damage 	80 (31%)
Range 	250 metres500 metres (Overcast)
Cooldown 	29 seconds
Miscast chance 	50% (Overcast)
Extended cast range 	Extended cast range
Causes moderate magical damage Strong vs a single combatant Requires line of sight to the target	Causes moderate magical damage Strong vs a single combatant Requires line of sight to the target
=== Brain Bursta=== 	
=== Brain Bursta===
Projecting violence in a mental wave, the Shaman glowers at his target and lets loose a bolt of brain-melting force.	Projecting violence in a mental wave, the Shaman glowers at his target and lets loose a bolt of brain-melting force.
 	Spell
Big Waaagh!
Cost 	7 Winds10 Winds (Overcast)
Type 	Explosion
Target 	Ground, All
Damage 	23 (0%) 34 (32%) (Overcast)
Radius 	15 metres
Range 	200 metres
Cooldown 	31 seconds
Miscast chance 	50% (Overcast)
Affected units 	Grounded
Greater armour-piercing explosion damage 	Greater armour-piercing explosion damage
Large explosion area Strong vs a single unit Weak vs a single combatant 	Large explosion area Strong vs a single unit Weak vs a single combatant
=== Fists of Gork=== 	
=== Fists of Gork===
In a fit of fighting fury the target unit becomes harder than iron, increasing both its attack and defence capabilities.	In a fit of fighting fury the target unit becomes harder than iron, increasing both its attack and defence capabilities.
 	Spell
Big Waaagh!
Cost 	7 Winds
Type 	Augment
Target 	Self, Ally
Imbuement 	Magical Attacks
Melee Defence 	
Melee Attack 	
Duration 	35 seconds
Range 	200 metres
Cooldown 	43 seconds
=== 'Eadbutt=== 	
=== 'Eadbutt===
A wave of green energy emanates outwards, forming a shockwave of power that assaults any unfortunate foe.	A wave of green energy emanates outwards, forming a shockwave of power that assaults any unfortunate foe.
 	Spell
Big Waaagh!
Cost 	7 Winds12 Winds (Overcast)
Type 	Breath
Target 	Ground, All
Damage 	32 (0%) 44 (0%) (Overcast)
Duration 	1 second
Radius 	14 metres
Movement Speed 	24m/s
Range 	150 metres
Duration 	8 seconds
Cooldown 	45 seconds
Miscast chance 	50% (Overcast)
Affected units 	Grounded
Increased damage 	Increased damage
Short, wide, expanding, tear-shaped attack Strong vs a single unit 	Short, wide, expanding, tear-shaped attack Strong vs a single unit
=== 'Ere We Go=== 	
=== 'Ere We Go===
As the Shaman chants, he leaks fighty-energy, boosting the fierceness and prowess of friendly units nearby.	As the Shaman chants, he leaks fighty-energy, boosting the fierceness and prowess of friendly units nearby.
 	Spell
Big Waaagh!
Cost 	11 Winds
Type 	Augment (Area)
Target 	Self, Allies
Melee Attack 	
Range 	200 metres
Effect range 	35 metres
Duration 	38 seconds
Cooldown 	43 seconds
=== Foot of Gork=== 	
=== Foot of Gork===
The Shaman implores the sky with wild gesticulations. The almighty green foot of the Orc god descends to crush the foe!	The Shaman implores the sky with wild gesticulations. The almighty green foot of the Orc god descends to crush the foe!
 	Spell
Big Waaagh!
Cost 	18 Windsa26 Winds (Overcast)
Type 	Explosion
Target 	Ground, All
Damage 	48 (33%) 72 (33%) (Overcast)
Radius 	20 metres
Range 	200 metres
Cooldown 	54 seconds
Miscast chance 	50% (Overcast)
Affected units 	Grounded
Increased explosion damage Greater armour-piercing explosion damage 	Increased explosion damage Greater armour-piercing explosion damage
Huge explosion area Strong vs multiple units Weak vs a single combatant 	Huge explosion area Strong vs multiple units Weak vs a single combatant
== Units ==
=== Daemons of Chaos ===
dae_blue_scribes_0_1.png|The Blue Scribes(campaign only)
=== Greenskins ===
Greenskin_wurrzag.png|Wurrzag da Great Green Prophet
grn_orc_shaman_campaign_01_0.png|Orc Shaman
=== Tzeentch ===
dae_changeling_0_1.png|The Changeling(Formless Horror: When transforming into Wurrzag da Great Green Prophet or The Blue Scribes)
dae_blue_scribes_0_1.png|The Blue Scribes
=== Warriors of Chaos ===
dae_blue_scribes_0_1.png|The Blue Scribes(campaign only)
==Strategy==
The Lore of the Big Waaagh! is a rarely used lore as it only has 2 practitioners. 
Wurrzag is a very effective Lord choice in campaign and multiplayer. He relies on spamming spells to trigger his Bonewood Staff for its map wide augment. 
Overall it is a very simplistic Lore of magic that focuses on damage or augments: 
* Power of da Waaagh! is straightforward and just boosts magic recharge. 
* Brain Bursta is a decent area explosion spell. It does well at blasting clumps of lower armour enemies. 
* Gaze of Mork is cheap and good for sniping out single entities like monsters or characters. 
* Fist of Gork is notable for causing magic damage as well as boosting melee attack which is useful for fighting ethereal units or otherwise having physical resistance. 
* Foot of Gork is the haymaker and possibly one of the most damaging spells in the game. It can absolutely destroy anything underneath its area. There is a decent wind up, so savvy opponents will have a chance to dodge. Regardless, this spell will shred any elite unit.
Category: Lores of Magic
Category: Greenskins