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StatsLevelingWeaponsAbilitiesUpgradesStrategy

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
Weirdboy Recharge Aura   
Unit(s) Various Ork infantry Any allied Weirdboys within a 20 radius of this unit regenerate their energy 30% faster.
Requires Default ability
Cost Always active
Waaagh!!!   
Unit(s) Ork infantry Boosts the combat effectiveness of all allied non-hero Ork infantry in radius 25. Damage increased by 4.5%, speed increased by 0.21, received damage lowered by 4.5% and received suppression lowered by 1.2%. Weirdboys in radius 30 also receive 100 energy. Effects last 30 seconds and stack with other uses of the same ability. Cooldown 90 seconds.
Requires Default ability
Cost 20
Jump (Stormboyz)   
Unit(s) Stormboyz Soar through the air and land at the targeted location. Minimum range 15, maximum range 50. Improved Rokkit Packs increase range to 65. With the Nob Leader, boyz stun enemy infantry in radius 3 for 2 seconds after a jump. Cooldown 15 seconds.
Requires Default ability
Cost 50
Bommaboyz   
Unit(s) Stormboyz Sends one Stormboy on his final jump. He explodes on impact, doing 45 explosive damage and weapon knockback to everything in radius 15. Cooldown 40 seconds.
Requires Improved Rokkit Packs
Cost 20
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