Total War: WARHAMMER III Guide | Best Legendary Lord Defeated Traits

The traits you get from Defeating legendary lords are very thematic and useful.

Game Guide by Arne on  Jan 09, 2025

Each Legendary Lord has a specific trait given to other lords if they are defeated. Many of these traits are incredibly useful and worthwhile; others are terrible but thematic and funny. This list will go over some of the best traits you can get by defeating these Legendary Lords.

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Beastmen

Khazrak One-Eye: 

  • Chance of intercepting an army using the Underway, beast-paths, or Worldroots: +20%)
  • Ambush defense chance: +20% 

The main utility of this one is the defense chance against Ambushes. Overall, ambushes are very annoying, and you really don't want to get caught in one. You might just get out of it with your army somewhat alive, but you are guaranteed to have egregious losses. This is even better if you are a new player since you're far more likely to get caught in an ambush.

Morghur the Shadowgave

  • Missile Resistance: 15%

Any kind of resistance is great, but with Morghur, you get missile resistance, which is invaluable to your Lord. This will allow you to do more things with your Lord in a battle since, with recent updates, the game likes to gun down your lords with missile units.

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Bretonnia

Repanse de Lyonesse

  • Growth: +5 (local province)
  • Research rate: +5

Double experience gain for units when fighting against Bretonnia [all units in the army]

Now, this is a great trait to have. It basically boosts the world map features, and all of these are just good to have. This is especially the case for the research rate since there are not very few ways to boost it. However, she's not the best, as there are better ones out there.

Fay Enchantress

  • Casualty replenishment rate: +10%

Now, this is good for almost all scenarios and factions. No matter who or what you play, the replenishment rate is a bonus, as you'll always have some losses in your army.

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Chaos Dwarfs

Drazhoath the Ashen

  • Income from Province Capital/Settlement buildings: +10% (factionwide when on map)
  • Missile resistance 15%

This one is also extremely desirable and great to have. The missile resistance is just the same as Morghur, but you also get a bonus income that applies nationwide. This is incredibly useful and invaluable since it'll boost your income exponentially.

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Dwarfs

Thorgrim Grudgebearer

  • Research rate: +10
  • Construction cost: -10% for all buildings (local province)

Another great one to have. This one gives a greater boost for all your research. Naturally, this also depends on what part of the game you get. Since, in the late game, you probably have completed your tech tree, so this is useless as the construction cost reduction is not that great.

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Cathay

Zhao Ming

  • Magic item drop chance from battle: +10%
  • Armour +5 (Lord's army)

This one is also scary and good as it scales with the number of units you have. Overall, it's not the best if you have a lot of heroes or single entities. So imagine this as best utilized as orcs or vampire counts.

Miao Ying

  • Attribute: Expert Charge Defence
  • Mele defense: +3 (Lord's Army)

Don't let the mere +3 fool you. This allies to all units in the army of your Lord. So you'll get more mileage out of this one. Overall, it is better than Zhao Ming's.

Yuan Bo

  • Wind of Magic cost: -20% for all spells

Now, this one is probably the best-defeated trait in the game. Winds of Magic is very limited, and with a 20% cost, you'll suddenly be able to easily overcast spells. Sadly, you'll rarely fight Yuan Bo, as most of the factions could benefit the most from this.

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Orcs

Azhag the Slaughterer

  • Spell resistance: 30%

Now, this one is self explanatory, a 30% spell resistance lets you pretty much outlive most spells and tank them with ease.

Wurrzag da Great Green Prophet

  • Physical resistance: 10%

Again, resistance is great. Physical resistance, while not as good as the other ones, is still quite useful.

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High Elves

Imrik

  • Bonus vs Large: +8
  • Fire resistance: 25%

Another great boost with the resistance. While this is very niche, it is great for lords with natural regeneration since they have a weakness to fire.

Tyrion

  • Recruit rank: +1 (Lord's Army)
  • Melee attack: +2 (Lord’s Army)

Another very useful trait is that you'll get to transform your Lord into a recruiter, letting you get somewhat higher rank units. This stacks with other recruit rank increases. As always, the Melee attack is great, especially with larger armies and lots of big units.

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Khorne

Arbaal the Undefeated

  • Vigour loss reduction: -15% (Lord’s Army)
  • Leadership: +4 (Lord’s Army)

Now, for Arbaal, the vigor loss reduction is very niche but always nice to have as an army-wide trait. However, the Leadership increase is extremely useful, especially if you are playing some of the more craven armies like Skaven or Orcs.

Skarbrand the Exiled

  • Weapon strength: +8% (Lord's army)
  • Charge bonus: +5 (Lord's army)

This one is good to have because of that +8% weapon strength. This means that the harder-hitting units in your army, like Hellstorms or Steam Tanks, will hit exponentially harder. Better to have those races.

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Lizardmen

Kroq-Gar

  • Control: +2 (local province)
  • Melee defence: +10

The Melee defense is the main attraction here, as it basically translates to a +10% chance of effectively ignoring enemy attacks.

Tiktaq'to

  • Campaign movement range: +10%
  • Campaign line of sight: +10%

This one also applies to the campaign. Any movement increase is great, so getting it from a defeated LL means that it's just even more of a buff. This can be a lifesaver or allow you to catch fleeing enemies more easily and finish armies off rather than having to chase them.

Nakai the Wanderer

  • Bonus vs. Large: +10
  • Mele defence: +10

Similar to Kroq-Gar, except a lot better due to the Bonus vs. Large.

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Nurgle

Epidemius

  • Research rate: +10%
  • Attribute: Immune to Contact Effects

It is basically the same as Thorgrim, but it has more of a niche secondary effect. Still, it is great due to the bonus to the research rate.

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Ogre Kingdoms

Greasus Goldtooth

  • Income from trade tariffs: +10%
  • Income from all buildings: +20% (local province)

This is great because it's in percentages, so it increases exponentially. This is very useful for just getting a lot of money; however, for many factions, you'll be swimming in money in no time.

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Skaven

Ikit Claw

  • Research rate: +10
  • Winds of Magic power reserve capacity: +10 (Lord's Army)

Another boost to research rate, this one comes with a boost to winds of magic reserve capacity and makes things very good for you overall.

Tretch Craveltail

  • Speed: +12%
  • Leadership: +4 during subterranean intercept battles (Lord's army)

The leadership is very, very situational, making it almost useless. But that increase in speed more than makes up for it, making this one of the best traits to have.

Throt the Unclean

  • Hit points: +10%

Basically self-explanatory. This one is super useful as almost every Lord enjoys the +10% to HP.

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Slaanesh

N'kari

  • Character experience gain: +7% (factionwide)
  • Speed: +6% (Lord's army)

This also one of the best defeat traits as again, speed is ever-valuable. It also gives you a boost to character experience gain, which is somewhat minor.

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Empire

Balthasar Gelt

  • Armor: +6 (Lord's army)

Very useful, as always, since Armour reduces the overall damage dealt to your Lord as well as other units.

Markus Wulfhart

  • Missile resistance: 10%
  • Missile strength: +5% ((Lord’s army)

The strength of missiles is variable and depends on whether you use them or not, but missile resistance is very useful in all situations.

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Tzeentch

Kairos Fateweaver: 

  • Winds of Magic power reserve capacity: +5% (Lord's army)
  • Spell resistance: 15%

This one is great for both spell resistance and reserve capacity.

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Vampire Coast

Luthor Harkon

  • Leadership: +10 when fighting at sea
  • Spell resistance: 15%

Again, spell resistance is great, but that leadership bonus at sea is very variable and borderline useless.

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Vampire Counts

Isabella von Carstein

  • Passive ability: Regeneration

Honestly, it's the best defeat trait in the game, but you can't get it anymore unless through very specific events.

Heinrich Kemmler

  • Spell resistance: 10% (Lord’s army)

Another spell resistance, you'd think there'll be more variety, but hey, no one's complaining.

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Warriors of Chaos

Archaon the Everchosen

  • Spell resistance: 10%
  • Physical resistance: 5%
  • Melee attack: +2 when fighting against Warriors of Chaos, Daemons of Chaos, Chaos Dwarfs, Norsca and Beastmen (Lord's army)

Two resistances and some niche melee attack bonuses. Very useful overall, if somewhat minor.

Be'lakor

  • Winds of Magic power reserve capacity: +5 (Lord's army)
  •  Control: +2 (local province)
  •  Casualty replenishment rate: +5% (Lord's army)
  • Weapon strength: +5% (Lord's army)

It is very useful, but mostly because of the reserve capacity and weapon strength. Everything else is in minor amounts, but still very useful.

Prince Sigvald the Magnificent

  • Post-battle chance of stealing magic item: +10%
  • Physical resistance: 10%

Physical resistance is always good.

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Wood Elves

Sisters of Twilight

  • Casualty replenishment rate: +20% for this Lord (Lord's army)
  • Missile strength: +10%

The missile resistance is great and makes it reach the list; however, the casualty replenishment rate is also good for the Lord since it basically makes a lord go from 10% HP to 50 in a single turn.


Also, check out the other Total War: WARHAMMER III guides below:

Mezbah Turzo

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