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===Lore of DA Little Waaagh! (Greenskins)=== :'''Passive - ''Sneaky Stealin'''''': The polar opposite of the Lore of the Big Waaagh! passive, this one increases the recharge time for enemy casters. An interesting trait, but the effectiveness depends very strongly on what the opponent is bringing. *'''Curse of Da Bad Moon''': A hilarious looking vortex that bounces around the map, dealing damage and reducing the speed, armour, and melee attack of whatever it touches. A useful debuff, but the spell moves around like crazy and can often come back to your lines. *'''Gork'll Fix It''': A targeted hex that reduces enemy speed, charge bonus, and vigor. Tailor made to counter knights and chariots, who should always be the first targets. A pretty cheap spell only costing 7 winds of magic, but you get what you pay for. *'''Itchy Nuisance''': Another Hex, this one decreases enemy weapon damage and melee attack. More generally useful than Gork'll Fix It, but not nearly as good against knights. *'''Nightshroud''': A strange buff that gives all friendly units in an area Stalk and Undetectable, making them functionally invisible. A great way to protect your slower units from enemy shooting. Note that Undetectable stops working if the unit attacks or casts a spell, so it's pretty much useless on your archers. *'''Sneaky Stabbin'''': A cheap and weak little spell that gives the target 18% more AP damage and +34 melee attack. Because the bonus to AP is a percentage and not a flat amount, it doesn't do much on units that struggle against armored foes (you know, the ones that really need it). Most of the time the longer duration and better melee bonus of 'Ere We Go! is better, but if you don't have an orc shaman it can get the job done. *'''Vindictive Glare''': Launches a bunch of little magic missiles into the target, doing moderate magic damage for each missile that hits. Best against big targets so all of the missiles can hit the same target. Anything that helps you against monsters is useful for Greenskins.
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