Warhammer 40,000: Dawn of War III

Warhammer 40,000: Dawn of War III

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Jonah's Library - Finding the 'Ard Numbers
By Tidomann
A guide that focuses on providing numbers and information on Units and Doctrines.
   
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Introduction
Hey guys- Tidomann here

One thing we all know is that some of the doctrine/unit ability text is sorely lacking specific information. This guide is an attempt at bringing some of this information to light. I'll be starting with Ork information.

If the formatting looks weird on your device or resolution please take a screenshot and let me know, I will try to reformat it. If there is anything you want clarified or any other questions you have about an ability ask, and I will try to find an answer!

Also, let me know which race you would like me to do next!
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Some things to note- when I list damage per unit, it is not affected by the amount of models it hits in that unit. When I list damage per model, it is affected by the amount of models it hits in that unit.

Any italicized text is extra info that is interesting to know outside of the tooltip. Any underlined text is information I need to confirm or re-test.

Thanks to larshl, Khan Mortes, FluffyTusk for helping performing tests.
Version 1.1 (17/05/2017)- Updated some numbers thanks to Anwyl
Version 1.2 (19/05/2017) - Fist of Gork Damage Changed, added some Space Marine content.
Version 1.3 (22/05/2017) - More info for Space Marine Elite Section and doctrine section. Thanks for Decoy from the DoW3 Forums for providing this excellent Spreadsheet https://docs.google.com/spreadsheets/d/1Fbw70n7Xte6dTTQiSnGQyCsFYfOd5XNR4xzuKLbK-c4/edit#gid=122977528
General Mechanics
Normal Damage to Armoured Units deals ~22% damage

Armoured Damage to Normal Units deals 40% damage

The healing aura from your stronghold and any building with a healing aura stacks. Additional auras such as Gabriel's drop pod from his doctrine stacks as well.

Escalation phase 2 - 10:00
Escalation phase 3 - 20:00
Escalation Phase 4 - 30:00

Ork Elites
Stormboyz

Assassin/Crowd Control
Health: 2100 (350 per model)
+60 Damage on Crit per Model
Normal Armour


Jump
The Stormboys jump to the target position. Causes Knockback and 10 damage to each model hit by each Stormboy in a circle.

Suicide Bomma
A Stormboy suicides on the target position, dealing 350 damage to the Stormboyz unit. Causes Stun and 350 Armour Piercing Damage (140 to Normal Armour) to each model hit in a circle.

Loot Upgrade
Suicide bomma now deals damage based on distance traveled
Max 1000 True Damage Min 100 True Damage to the unit that is hit.


Da Kommando
Nuker/Crowd Control
Health: 2500
Basic Attack deals 160 damage to Normal Armour per model in a Cone
Seems to cap at around 380-400 damage per hit.
Normal Armour


Sneaky
The Kommando throws a stunbomb at this position. Stealths the Kommando, increasing his speed for a duration and causes a 3 second stun in a Circle. Stealth is removed if they are capturing, attacking or get Detected.

Stun Trap
The Kommando plants a mine at the target location that triggers based on proximity. Causes a 10 second stun in a Circle unitl the trap is destroyed or it expires.
Seemingly no expiration due to time our amount of traps layed.

Booby Trap
The Kommando rigs Scrap or his Stun Trap to explode after a delay. Deals 600 Armour Piercing Damage per model in an Expanding Circle.


Weirdboy Zapnoggin
Nuker/Support
Health: 500
Shield: 400 per charge of scrap.
Ranged attack deals AoE damage
Normal Armour


Scrap Blast
Zappnoggin fires scrap shards in the target direction. Grants 190/200 (Bug?) Shields and does 120 Normal Damage to each model hit in a Cone.
Each charge of Scrap Shield increases the range of Scrap Blast.

Ere We Go
Zappnogging Teleports to the target position. Causes 715 damage over a time to each model in a circle. Upon completion he teleports allies to his original location to the target position.

Fist of Gork
Zappnoggin consumes a Charge of Scrap Shield to manifest a giant fist at the target position. Causes 500 Armour Piercing Damage per model, Stun, and Immobilize to each unit in a Circle.
As the ability consumes a Charge of Scrap it has the potential to heal 400 shield. IE If Zappnoggin has 1200/2000 shield (5 charges), and uses First of Gork his new shield strength will be 1600/1600 (4 charges).


Warboss Gorgutz
Tank/Crowd Control
Health:
+40 damage on Crit in a Line
Normal Armour



Grapplin' Klaw
Gorgutz fires his klaw and Jumps to the target position (or the first enemy it Collides with). Causes 100 Armour Piercing Damage (40 damage to Normal Armour) and Taunts each model hit in a Circle.
The damage per model tends to be lower due to it colliding with the first model. It tends not to hit each model in the circle indicator.

Spinnin' Klaw
Gorgutz extends his klaw, spinning it around and Absorbing shots. Deals 60 True Damage per second over 20 seconds and Slow to each unit in a Circle. Gorgutz is Slowed and cannot melee while active.
Enables the Wreckin' Klaw ability. Gorgutz slams his Spinnin' Klaw to the ground. Causes taunt, 300 true damage and Knockback to each unit in the target position in a Circle.


Big Mek Wazmakka
Support
Health:
120 True Damage per hit
Normal Armour



Traktor Beam
Wazmakka attached his traktor beam to a target. Grants 1400 Shield to a friendly unit or deals ~88% of a target units hit points over the duration and Slows. Re-activating Knocks back the target to Wazmakka.
If Scrap is targeted, Wazmakka Jumps to its position.

Orbital Scrap
Wazmakka calls in junk from orbit, generating Scrap. Causes 350 true damage to each unit that is hit in a Circle.

Scrap Turret
Wazmakka Upgrades the 5 nearest piles of Scrap into turrets that automatically engage targets. Wazzmakka turrets do 12 damage per hit, for a total of 48 dps, -35% infantry move speed for 2 seconds in a small AOE around the target.


Meganobz
Crowd Control/Tank
Health: 6750
Heavy Armour
+200 True Damage Crit per hit, and takes 2.25 seconds to swing.



Kombi-Rokkits
When switched on one of the Meganobz begin firing homing Kombi-Rokkits. Each shot causes Slow and 90 True Damage.
Each shot removes a charge. Generate Charges by looting.


Mad Dread
Tank
Health: 4250
Rampage Shield: 1250
+100 damage on Crit
Heavy Armour


Tunnel
The Mad Dread digs a tunnel between himself and the target position. Allies can right click on either side to Teleport to the opposite end. On arrival he does 70 Damage to normal armour per model] in a Circle. He can also Phase through enemies for a duration.
(The ability does not affect vehicles or buildings, assumed to be 175 Armour Piercing Damage)


Beauty Da Morkanaut
Tank/Support
Health:
Heavy Armour
325 Armour piercing hand shot
125 Armour piercing chest shot


Kustom Force Field
Beauty creates a force field that Absorbs shots. Causes 125 Armour Piercing damage per second (50 DPS to Normal Armour) over 15 seconds per unit in a Circle.
Enables the Mega-Blast ability. Each shot reduces the health of the main shield but spawns a smaller force field on impact. The damage of these shields stack.
(Seems to Deal Armour Piercing damage not true damage)

Rokkit Fist
Beauty fires it's fist at the target position. Causes a 4 Second Stun and 2000 Armour Piercing Damage (800 to Normal Armour) per unit in a circle. The fist can be recalled. Knocks back all units it passes through to Beauty.
Until the fist is recalled, Beauty's melee attacks are Disabled.
Recall does not deal any damage.


Gorkonaut
Is Q worth working out damage? 2 differant sources of damage at differant ranges, ticks depend on unit width

W seems to deal 800 damage per unit, true damage
250 true damage dealt on drag back, may not affect vehicles
Ork Doctrines
Army Doctrines
Thump from Da Sky
Boyz call down bombs from orbit. Causes 25 true damage and Knockback in a Circle. When a squad activates Thump from da Sky it goes on cooldown for all boyz. If activated by 5 or more boys 5 bombs will come down than if activated with less than 5 boys (3 bombs).


Gorgutz Command - Keep Trukk'n
Units ejected from Trukks gain a temporary shield (300, stacks with existing shield) and Taunt (time) in a Circle.



Hiddun'
Looting grants an attackable piece of scrap (50 health, Heavy Armour) for Lootas to hide underneath. The scrap provides Stealth for the lootas until it is destroyed or looted. Knockback and stun does not remove the loot.
Stealth is removed if they are capturing or get Detected.
Lootas lose the Supress 'Em upgrade if the Scrap is looted.


Long Range Rokkit
The Killa Kan fires a rokkit in the target direction, exploding at max range (or the first enemy it Collides with). Causes 100 true damage per model hit and leaves behind a lingering Slow in a circle.


Elektrik Shield
While the Bigga Engine Shield is active Deff Dreads Slow and deals 70 True Damage per second (does not affect buildings) in a Circle.



K'Mon!
Nobz gain 150 Shield when they Taunt. If the Shield is broken it Slows in a Circle.




Elite Doctrines
Mad Dread's Presence - Even Longa WAAAAAAAGH!!!!!!
When the Mad Dread is deployed, the Buff Duration of WAAAAAAAGH!!!!!! is increased by 15 seconds. Stacks with Pile O' Guns upgrade.



Stormboyz Presence - Kamakazee
When the Stormboyz are deployed, Ork Vehicles can enter a crazed state. Grants 350 shield (stacks with currrent shield), and increases Speed but explodes after a delay, killing itself.
Causes 350 Armour Piercing Damage (140 damage to normal armour) to each model and Stun in a Circle.
Ability automaticall activates when a unit is about to die.
Ork Units
Unit Stat Spreadsheet[docs.google.com]
Will colour damage by damage type. Is anyone interested in exact % increase? The normal tends to be a 15% increase but many oddities exist.
One interesting note is that Deffkopta's gain health when upgraded with loot

Nobz
Choppa Toss - 400 normal damage max range, 100 normal damage min range
Taunt - When the skill states "reduced damage" it means 100% reduced damage for a short duration.

Boyz
Shout - Boyz gain Charges as they channel. Charges grant temportaty Bonuses. Each provides a new benefit. 1 Charge Increases speed, 2 Charges apply a -50% slow on hit and +100% Damage, 3 Charges apply a 200 point Shield. Bonus takes into account unit upgrades, and bonus damage from WAAAAAAAGH!!!!!

Shoota Boyz
Strikkbomb - Deals 90 normal damage per model.

Tankbusta
Bonus Damage to Skimmers - Approximately 178% damage increase.
Busta damage bonus is 40 true damage per hit
Squig - Deals 400 Armour Piercing Damage (160 to Normal Armour) per model hit.

Space Marine Elites
Gabriel Angelos
Nuker/Crowd Control
Health: 4000





God-Splitter
Gabriel Jumps to the target position. Causes Knockback and Stun in a Circle. Increases Speed after Landing.
The original tooltip doesn't even mention damage. It deals 40 normal damage per model.

Retribution
Gabriel swings his hammer around, causing Knockback and 80 True Damage per model in a Circle. Creates a barrier that Absorbs shots and Reflects projectiles. The barrier's duration is increased by each Charge of God-Splitter. Test Differant Durations

Critical Strike
Gabriel delivers a powerful blow every 8th melee attack. Causes 80 True Damage per model and knockback in a Circle. Each Charge of God-Splitter reduces the number of attack required to Critical Strike by 1.
His crit damage is 10 less than his normal attack, but can hit multiple models.



Kill Team Ironmaw
Assassin
Health: 2250
Normal Armour




5 Models
Bolter - 8 dps per Bolter Model (4 damage a shot ~every 0.5s)

Furror Tactics (Flamer) - Replaces one bolter, 19 Normal dps per second in a cone, no additional dot affect.


Malleus Tactics(Rocket Launcher) - Replaces one bolter, 20 Armour Piercing DPS (300 damage per hit)



Librarian Jonah Orion
Support/Crowd control
Health:
Normal Armour




Fury of the Ancients
Jonah uses his familiar to manifest arcs of lightning. causes 100 True damage per model and Increases speed of allies in a Line.

Fury of the Ancients (In Stonewall)
Jonah uses his familiar to manifest arcs of lightning. causes 150 True damage per model and Increases speed of allies in a Circe inside the Stonewall.

Emporer's Light
Jonah calls forth the Emporer's Light. Increases Damage of allies (find numbers) while Disabling attacks, Blinding and Silencing enemies for 4 seconds in an Expanding Circle.

Emporer's Light (In Stonewall)
Jonah calls forth the Emporer's Light. Increases Damage of allies (find numbers) while Disabling attacks, Blinding and Silencing enemies for 5 seconds in an Expanding Circle.


Chaplain Diomedes
Support/Tanks
Normal Armour





Melee - Deals 135 Normal Damage per hit. 270 Normal Damage on Critical.

Liturgies of Battle
Diomedes recites the Liturgies of Battle, empowering himself and his Space Marine brethren. Increases Speed, rate of Critical Strikes and applies the Bonuses of his Critical Strikes to his normal melee attacks.
While Liturgies is active attacks from Diomedes grants a smaller additional bonus to all of your units.
Note- the bonus of his critical strikes is not impacted by Zeal currently

Zeal and Fury
Diomedes gains Fury as he attacks, losing it when disabled or out of combat. At max Fury it grants a Charge, empowering his Critical Strike with additional properties.
The 1st Charge add 0 bonus melee Damage while the 2nd Charge Heals for 105 in a Circle.
Currently the first charge of Zeal seems to provide no tangible benefit. No bonus damage, nor conversion to True Damage.

Critical Strike
Diomedes delivers a powerful blow every 6th melee attack. Grants 75 stacking Shields in a Circle and optional bonuses based on Charges of Zeal and Fury.
When Liturgies of Battle is active, a Critical Strike happens every 3rd attack.


Venerable Dreadnaught
Nuker
Health:
Heavy Armour



30 AP damage + knockback, then 1.5 seconds later, 3 second stun, 50 true damage
2nd (1.5 seconds after the 1st):

150 AP damage



Terminators
Nuker
Health:
Heavy Armour




Terminator's ranged attack deal normal damage in a cone.

Cyclone Missile Barrage
A Terminator fires a barrage of missiles that Scatter in a Circle around the target position. Causes 140 Armour Piercing Damage per rocket in a Circle. Terminators fire additional missiles for each Charge they have.
Terminators gain Charges as they earn Fury from ranged combat and lose them when out of combat.
Missiles are based off the amount of fury, not charges. Each charge generates 3-5 missiles based on how full the fury bar is.


Assault Terminators
Tank/Crowd Control
Health:
Heavy Armour




Hammer Slam
An Assault Terminator slams the ground the ground with his hammer. Causes 100 True Damage per model, Stuns, and Slows in a Circle.

Critical Strike
The Assault Terminators deliver a powerful blow every 6th melee attack. Causes 100% bonus Damage.


Imperial Knight Solaria
Nuker
Health:
Heavy Armour




Gatling Barrage
Lul no way


Ironstorm Missiles
Solaria fires up to six of her missiles on independent target positions. causes 350 Armour Piercing Damage per model in a Circle. cooldown is reduced for each missle not fired. When overheated, Solaria's missiles burn the ground (Must test dot.). Causes Damage over time and Slow in a Circle.
When Overheated, the missiles deal 550 Armour Piercing Damage.

Get's hot
Solaria generates Heat when firing or using abilities. When overheated, Solaria is slowed but deals increased Damage.
Solaria deals 149 dps ndreadormally, which increases to 186 dps when fully overheated.


Imperial Knight Paladin
Tank/Nuker
Heavy Armour





Piercing Shot
The Paladin fires a powerful shot in the target direction. The projectile Pierces, doing 500 Armour Piercing Damage per model to units it passes through.

Reaper Chainsword Sweep
The Paladin does a sweeping attack with it's chainsword. Causes 300 True Damage per model, Knockback, and Stun in an Expanding Cone.
Space Marine Doctrines
Army Doctrines (Under Construction)

Scout Strike
When scouts are Stealthed they do ~25 Normal Damage on their initial attack for each model firing. (Regularly do 1.15 per model firing).



Ablative Armour - Land Speeder
Land Speeders gain a 250 point Shield that regenerates 2 shield a second.




Ablative Armour - Predator
Predators gain a 500 point Shield that regenerates 2 shield a second.
Both Destructor and Annihilator




Elite Doctrines (Under Construction)
Venerable Dreadnought's Command - Assault Leap
Assault Marines perform a low flying leap in the target direction. Causes 90 True Damage per model it passes through.
During this time, they cannot be knocked back and take 75% decreased damage from all sources.

Space Marines Units
Drop Pod - Deals 350 Armour Piercing damage per unit, can deal damage to resource nodes (confirm building, as hitbox interferes with drops)
23 Comments
TheRedMasqueTTV 18 Apr, 2021 @ 3:52pm 
Jonah Orions back
27 Dec, 2017 @ 2:49pm 
Well done! :tacmarine::honorbadge:
Guziol# 27 May, 2017 @ 6:56am 
Can the scout sniper overwatch doctrine targeting circle be visible by enemies? I read diffrent answers to that questions. "yes they can", "yes but only if spotting unit is around", "no they can't". Which one is it? The doctrine seems eaither pretty good or quite bad depending on that and im not convinced.
Antonio ✟ 26 May, 2017 @ 1:10am 
Really nice, thx a lot
cd_alix 25 May, 2017 @ 6:31pm 
Good stuff Tido keep it up ^^
Wise Windu 23 May, 2017 @ 9:17pm 
Venerable Dreadnought: Maximal Charge: Fires a charged shot, dealing 800 Armour Piercing Damage in a radius 6 (damage fall-off at near/mid/far = 1/0.5/0.5 multiplier at range 0/2/5; so 800 damage from 0-2, 400 damage from 2-5.

On detonation, deals 8 True Damage every 0.2 seconds in a radius 15 for 6 seconds.

Toss: Throws a piece of terrain that deals 150 Armour Piercing Damage on impact in a radius 5.

Also deals 30 Armour Piercing damage to all units in a 180 degree cone of radius 8 in front of him. Knocks back units in the path of the projectile. Stuns and deals 50 True damage to these knocked back units in a radius 6 on impact.
Wise Windu 23 May, 2017 @ 8:50pm 
Solaria's Gatling Barrage info: Fires right and left gatling guns in an arc of radius 10-40, from angle +/- 43.5 to -/+ 1 respectively; so 87 degrees overall, with 1 degree overlap in each direction. Fires 1000 shots; fires through the arc twice, once in each direction.

If she overheats during this ability, in a circle of radius 10 around Solaria, knocks back and deals 500 Armour Piercing damage to all enemy models in the area.

I added the weapon values to my spreadsheet under 'Solaria Gatling Barrage Left' and 'Solaria Gatling Barrage Right' near the bottom here: https://docs.google.com/spreadsheets/d/18eMDBZ3-INB3bB9u_0nVNYwBDZ1srTDxjYIrbHGlnTw/edit#gid=2073144877
FluffyTusk 23 May, 2017 @ 8:25pm 
THIS GUIDE 'ELPED ME WAAAGH BETTER, THANKS GIT!
Wise Windu 23 May, 2017 @ 7:59pm 
The rear armour multiplier is 2.5x damage.
Tidomann  [author] 23 May, 2017 @ 8:18am 
Misery, bonus damage from Waagh tower stacks with shout.