Dawn of War Wiki


Default abilities

Melee Resistance Aura   
Dow2 sta hardened armor Unit(s) Heroes and most melee units This unit always takes 40% less damage from melee weapons. Does not affect damage from ranged weapons.
Requires Default ability
Cost Always active
Consume (Sorcerer)   
Dow2 csm consume Unit(s) Chaos Sorcerer Consumes the life force of an allied non-hero infantry unit, killing it to restore 50 energy to the Sorcerer. 20 second cooldown.
Requires Default ability
Cost 1 friendly model
Dow2 csm doombolt Unit(s) Chaos Sorcerer Fires three bolts of dark psychic power at the targeted area, each doing 18 plasma damage. If the Sorcerer has at least 40 energy after the initial casting, he fires an additional three bolts. 10 second cooldown.
Requires Default ability
Cost Dow2 energy 1660

Global abilities

Dark Flames   
Dow2cr csm warpfire Unit(s) Chaos Sorcerer Creates a line of fire with length 30 that does 7 legacy flame damage per second to all targets. Units damaged by the flames will catch on fire, burning infantry units in radius 8 for 3 ability flame damage per second over 10 seconds. 90 second cooldown.
Requires Tier 1
Cost Dow2 global 16125
Mass Warp   
Dow2cr csm mass warp Unit(s) Chaos Sorcerer Teleports all of your units to the Sorcerer's location. 120 second cooldown.
Requires Tier 1
Cost Dow2 global 16150
Daemonic Summoning   
Dow2cr csm daemonic summoning Unit(s) Chaos Sorcerer Brands a targeted location with a summoning circle from which a temporary Bloodletter will spawn 8 times over 24 seconds. These daemons do 50 dps heavy melee damage and will remain so long as they have energy, which drains over time. 180 second cooldown.
Requires Tier 2
Cost Dow2 global 16250
Empyreal Abyss   
Dow2cr csm empyreal abyss Unit(s) All Chaos heroes After a 4 second delay, creates a horrific rift to the Warp for 15 seconds. Units in radius 12 of the rift are subject to 25 heavy melee damage every second, while those in radius 5 trapped within the Warp itself take an additional 200 heavy melee damage per second. Every second there is an 80% chance an infantry unit in radius 30 of the rift will be lashed by unholy chains, pulled into the abyss with ability knockback. Those escaping the profane circle are not yet safe, as the tainted shards that erupt from the ground around the rift also do 7 heavy melee damage every second to non-building targets in radius 5. 120 second cooldown.
Requires Tier 3
Cost Dow2 global 16500

Wargear abilities

Coruscating Flame   
Dow2 csm coruscating flame Unit(s) Chaos Sorcerer Drapes a unit in a shield of unholy fire for 10 seconds, burning all those around them in radius 10 for 6 flame damage per second. 30 second cooldown.
Requires Sword of Flame
Cost Dow2 energy 1630
Dow2 csm warpfire Unit(s) Chaos Sorcerer Triggers a line of fiery detonations within radius 5 and length 20, doing 100 plasma cannon damage and ability knockback to enemies caught in the wake. 40 range, 60 second cooldown.
Requires Rod of Warpfire
Cost Dow2 energy 1665
Warp (Sorcerer)   
Dow2 csm sorcerer warp Unit(s) Chaos Sorcerer Teleports to target location. 65 range, 7 second cooldown.
Requires Vestments of the Warp
Cost Dow2 energy 1630
Chains of Torment   
Dow2 csm chains of torment Unit(s) Chaos Sorcerer Summons a mass of sorcerous chains that snare enemy infantry in radius 15, immobilizing them so long as the central mass is not destroyed. 65 second cooldown.
Requires Robes of Torment
Cost Dow2 energy 1650
Daemonic Shield   
Dow2 csm daemonic shield Unit(s) Chaos Sorcerer Raises a shield of Warp energy over radius 10 that lasts 30 seconds and reduces received ranged damage by 35%. 60 second cooldown.
Requires Daemon Armor
Cost Dow2 energy 1645
Warp Rift   
Dow2 csm warp rift Unit(s) Chaos Sorcerer Tears an entrance to and exit from the Warp, teleporting nearby infantry from one to the other. The rift remains active so long as the Sorcerer channels energy to it. 100 second cooldown.
Requires Sigil of the Rift
Cost Dow2 energy 1665
Curse of Tzeentch   
Dow2 csm curse of tzeentch Unit(s) Chaos Sorcerer Places a curse on an enemy non-hero infantry squad that lasts 10 seconds. Any member of the squad that perishes while under the effect of the curse will explode, doing 35 piercing damage and weapon knockback in radius 7. 40 second cooldown.
Requires Icon of Tzeentch
Cost Dow2 energy 1640
Dow2 csm subjugate Unit(s) Chaos Sorcerer Gains control of an enemy non-hero infantry unit for 15 seconds. The Sorcerer is immobile and immune to knockback during the subjugation. 80 second cooldown.
Requires Tome of Subjugation
Cost Dow2 energy 1640