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Goblin Shamans are members of a small and secretive caste whose members seemingly possess otherworldly powers. Those powers are no less mysterious and inexplicable to the average Goblin than they are to a human witnessing them, and the nature of their power is a jealously guarded secret. In Goblin society, Shamans are often consulted as oracles, healers and experts on poison, and although not part of the political caste, hold tremendous power of influence.

In battle, Goblin Shamans support their troops by commanding nature itself. They have been witnessed to make vile roots grow from the ground in an instant to hold people in place, and to send a swarm of a thousand black flies onto their opponents. Up personal, however, they are but frail old Goblins with no real weapon.

Goblin 02 orientation Goblin Shaman
Hitpoints
70
Melee Skill
60
Melee Defense
10
Ranged Defense
20
Fatigue
90
Resolve
70
Initiative
110
Action Points
9
Fatigue Recovery
15
Experience
350
Root Root
Swarm of Insects Swarm of Insects
Grant Night Vision Grant Night Vision
Anticipation Anticipation
Footwork Footwork
Pathfinder Pathfinder
Shaman Shaman
Hand-to-Hand Attack Hand-to-Hand Attack

Equipment

  • Has a Gnarly Staff
  • Has light body armor (45)
  • Has light headgear (35)
  • Never has a shield

Skills

Icon Name AP Fatigue Description
Shaman1
Shaman Shaman has +100 Initiative on the first turn when fought at night-time (can grant night-vision before the Goblin Ambushers act)
Active 70
Root 6 15 Root will root up to 7 targets, a rooted target can't move, has -35% Initiative, -35% Melee Defense, -35% Ranged Defense and your chance to break free is your Melee Skill -10 points with + 10 for each failed attempt (has a range of 8 tiles)
Active 69
Swarm of Insects 6 15 Swarm of Insects targets 1 unit and debuffs it with -50% Melee Skill, -50% Ranged Skill, -50% Melee Defense, -50% Ranged Defense, -50% Initiative for 3 turns (has a range of 7 tiles)
Active 156
Grant Night Vision 3 5 Grant Night Vision grants night vision to up to 7 targets that are allied with the shaman until the end of battle (has a range of 7 tiles)
Hand-to-Hand Attack
Hand-to-Hand Attack 4 5 Hand-to-Hand Attack does 5-10Damage with 50% Armor Damage and 10% Direct Damage (has -10Melee Skill)

Strengths

  • Powerful spells that synergize very well with the rest of the goblin forces
  • Unaffected by Night Nighttime debuffs

Tactics

  • The shaman is able to cast spells even when engaged in melee
  • Will never run out of fatigue because he basically only casts 1 spell per turn
  • Kill as fast as you can with high range skilled bowmen if you cannot reach him in melee
  • If you have chance to reach him in melee, do so as soon as possible
  • If you plan to have your brothers stay put and fight at range, remember to have your melee brothers cut their vines once per turn, this prevents the shaman from casting insect swarm as long as there are unrooted brothers, without incurring any net fatigue per turn
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