

Alarielle can level into a powerful caster lord with access to spells from both the Lore of Life and the Lore of High Magic. Make sure to frequently cast the Rite of Isha, which effectively nullifies chaos corruption. Moreover, Alarielle herself is severely weakened on the battle map by any surrounding chaos corruption.

Avelorn does have a tough start due to the fact that they receive numerous campaign penalties if Ulthuan is not entirely controlled by High Elves. The Elves of Avelorn have a deep connection to nature, allowing them to powerful Wood Elf units at their capital including Tree Kin and Treemen. Think of her as the Galadriel of the Warhammer universe. They rule from the island chain of Ulthuan in the center of the map, and they reinforce their elite infantry with legions of dragons, eagles, and sphinxes.ģrd Best High Elf Faction: Avelorn – AlarielleĪlarielle is the spiritual leader of the High Elves and rules from the sacred glade of Avelorn deep in the heart of the island Ulthuan. The High Elves play a central role in the politics of the Warhammer Universe. Let’s take a dive into what makes the factions for each race so unique, and how the different lords carve out their own identity on the campaign map. Certain factions might rely on stealth and cunning, like Skaven’s Clan Rictus, while others like the Lothern faction for the High Elves are obvious powerhouses, whose legendary lords can take on entire armies. Not all factions are created equal in Warhammer II, but each is powerful in its own way. However, since monogod Chaos factions rarely get along, this can sometimes be an issue as well.Take control of a unique legendary lord on the field of battle and conquer the Warhammer universe. Note: All factions/leaders in Total War: Warhammer III are able to recruit units from other factions that they’ve formed alliances with due to the outposts mechanic. The Tzeentchian faction led by Kairos Fateweaver is probably the strongest contender that I would recommend due to the barrier perks, but do try to avoid long melee engagements because your units will still get beat down. Tzeentch – Heavy focus on ranged combat and spellcasting units are protected by barriers (i.e., armor that gets restored over time as long as the unit isn’t taking damage).Nurgle – Pure melee with spellcasting options (including healing) high HP and defense, but egregiously slow movement speed.

