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StatsLevelingWeaponsAbilitiesUpgradesStrategy

Default abilities

Melee Resistance Aura   
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
Warlock Energy Aura   
Unit(s) Warlock (hero) Allied infantry and heroes within a radius of 15 from the Warlock regenerate energy 30% faster.
Requires Default ability
Cost Always active
Wraithsight   
Unit(s) Farseer, all Warlocks Allied Wraithguard within a radius of 30 of the Farseer or Warlock have their speed increased by 1.5. However, Wraithguard within a radius of 25 when a squad leader Warlock dies are stunned for a short duration (2.5 to 5 seconds).
Requires Default ability
Cost Always active
Fleet of Foot   
Unit(s) Various Eldar infantry Gain +3 speed for 10 seconds, but deliver 80% less ranged damage and 40% less melee damage for the duration. Howling Banshees with the Exarch also take 50% less ranged damage. Cooldown 35 seconds.
Requires Varies
Cost 40
Destructor   
Unit(s) Warlock Fires a roiling blast of psychic energy that does 54 grenade damage in radius 5. Cooldown 40 seconds.
Requires Nothing
Cost 40

Global abilities

Webway Gate   
Unit(s) All Eldar heroes A transportation gate which can be garrisoned by allied infantry, allowing them to re-emerge from any Webway Gate on the map. The Farseer's gates are infiltrated once fully built and possess an active ability.
Requires Tier 1
Cost 125 3 Time (seconds)15
Swift Movement   
Unit(s) Warlock Increases the speed of all allied infantry by 2 for 20 seconds. Does not decrease damage like Fleet of Foot. Cooldown 50 seconds.
Requires Tier 1
Cost 75
Distort Field   
Unit(s) Warlock Reduces the received ranged damage of an allied infantry unit by 50% for 20 seconds. Cooldown 50 seconds.
Requires Tier 1
Cost 75
Eldritch Storm   
Unit(s) All Eldar heroes After a 5 second delay, unleashes a terrifying psychic storm that strikes 27 times, each bolt doing 200 explosive damage and ability knockback in radius 5. Vehicles struck by a bolt are disabled for 10 seconds. Starting from the eye of the storm, 9 points are struck with 3 bolts, with a 0.5 second delay between points and a 0.3 second delay between bolts. The array of the storm is a rough octagon, with one point at the eye, and one point removed from the southwest quadrant and added to the northwest quadrant. Cooldown 120 seconds.
Requires Tier 3
Cost 500

Wargear abilities

Immolate (Warlock)   
Unit(s) Warlock Engulf an area with radius 7 in wreathing flames, doing 15 legacy flame damage every second for 7 seconds. 50 second cooldown.
Requires Immolator
Cost 50
Ethereal Slash   
Unit(s) Warlock Slashes enemies with a myriad of ethereal blades. The Warlock attacks in each direction, doing 25 melee damage and weapon knockback in radius 5 along a line of length 12.5. Cooldown 50 seconds.
Requires Witchblade of Kurnous
Cost 80
Psychic Shield   
Unit(s) Warlock Creates a psychic shield that causes damage to reduce energy rather than health. Shield strength is 5 damage taken per 1 energy drained.
Requires Champion's Robe
Cost 1 per 5 damage
Cloaking Shroud   
Unit(s) Warlock Infiltrates allies in radius 15 around the Warlock and lowers their received ranged damage by 15% and received suppression by 30%. The Warlock gains 50% lowered received ranged damage and 25% lowered received suppression.
Requires Cloak of Shadows
Cost 3 per second
Providence   
Unit(s) Warlock Become invulnerable, immune to weapon knockback, and have energy regeneration increased by 25 e/s for 25 seconds. The Warlock's other ability cooldowns are reduced to 10% of normal if used while Providence is active. Ability charged by taking 450 damage. 150 second cooldown.
Requires Providence
Cost 0 (must be charged)
Channeling   
Unit(s) Warlock Forms a psychic bond with the targeted allied infantry unit, healing them for 10 health every second and increasing energy regeneration by 200% for 15 seconds. The Warlock must remain stationary or the bond is broken. Cooldown 60 seconds.
Requires Channeling Runes
Cost 50
Warp Throw   
Unit(s) Warlock Throws enemy infantry in radius 12 of the target location into the targeted direction using weapon knockback. Cooldown 60 seconds.
Requires Warp Throw
Cost 45
Heart of Darkness   
Unit(s) Warlock Instantly restores 80 energy to the Warlock. Ability charged by taking 250 damage. Cooldown 60 seconds.
Requires Heart of Darkness
Cost 0 (must be charged)