Lylyth, Herald of Everblight

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Legion Logo.jpg Lylyth, Herald of Everblight

Legion Blighted Nyss Warlock


Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
STR {{{str}}}
M.A. N/A
DEF 16
ARM 14
ESSENCE {{{essence}}}
HP 15
F. Field N/A
WJP {{{wjp}}}
WBP +30
IHP {{{ihp}}}
Warcaster 1
the Statblock


  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
  • Eyeless Sight - This model 1) ignores cloud effects when determining LOS, 2) always ignores concealment and Stealth, and 3) never suffers Blind.
  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
  • Prowl - While this model has concealment, it gains stealth.


  • Hellsinger - 12" range, ROF 2, POW 12 ranged weapon.
    • Damage Type: Magical - This weapon deals Magical damage.
    • Attack Type - Each time this weapon is used to make an attack, choose one of the following special rules:
      • Blood Lure - Warbeasts in this model's battlegroup can charge enemy models hit by this weapon this turn without being forced.
      • Inflict Pain - When it hits a warbeast with this weapon, this model can place 1 fury point on or remove 1 fury point from the warbeast.
      • Witch Mark - If this attack hits an enemy model during this model's activation, until the end of that activation this model can target and automatically hit that enemy model with spells, ignoring RNG and LOS.
  • Bow Blade - 0.5" reach, P+S 7 melee weapon.



Eruption of Spines

3 10 - 10 - Yes
If target model is hit, the d3 nearest models within 5" of it suffer a POW 10 damage roll. These additional rolls are not considered to have been caused by an attack. Damage rolls are simultaneous.


3 8 - - Upkeep Yes
Target model/unit suffers -3 ARM and the spellcaster gains +1 ARM.

2 8 - - Upkeep Yes
If target enemy model/unit advances during its activation, one model in the caster's battlegroup & control range can immediately make a full advance.

Feat - Field of Slaughter

While in Lylyth's control range, friendly Legion models gain an additional die on attack rolls this turn.

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Tip !
This is an additional die. Models able to boost attacks can still boost, for up to four dice!

Theme Forces

Themes for any-and-all warlocks (Edit)

Thoughts on Lylyth1

Lylyth1 in a nutshell

Lylyth1 and her army is a laser targeted missile. Parasite makes even the wimpiest of attacks very threatening, while her feat can make just about any attack land successfully. Pursuit can help a key model get into position, or even stay safe from engagement. Her bow attacks allow flexibility in strategy - she can disrupt the fury management of an opposing Hordes player, make her own battlegroup more efficient, and most importantly, it allows her to apply her focused but powerful offensive spells with little risk of retaliation and with high accuracy despite her poor FURY stat. While each individual shot of her bow is not as mechanically potent as before, she can still emulate the full effects of her past self thanks to increased ROF, or even double down on the same effect on more than one model at a time.

A Lylyth1 army is fast and hits hard, but Lylyth herself is fragile. Thankfully, she picked up Prowl in the edition change, and it's not hard to generate a cloud effect in Legion. If you can't, there's always forests, and Lylyth has access to pathfinder, making terrain easy to exploit to trigger stealth.

Whisper is the bow that makes Lylyth work at all. Her ammo types are her bread and butter, and the only reason she can function at all with her low FURY stat.

  • Blood Lure - Use this to help get a little more efficiency out of her battlegroup. With her low pool, every FURY spent is critical.
  • Inflict Pain - Generally speaking, tagging for free charges or cycling Parasite with Witch Mark are preferable to this ammo type, but Inflict Pain can save yourself if you ran a little hot. Alternatively, it can potentially force an enemy beast to Frenzy if the enemy has a little too much fury on the table. Even further, it can starve them of valuable resources if they don't have enough out. If you are planning an assassination, keep an eye on the enemy's beasts; Inflict Pain can be used to remove a potential transfer target, drastically improving your success chances.
  • Witch Mark - This is Lylyth's most important shot. Without it, she's a sitting duck. Pursuit and Parasite don't have the greatest ranges, and you can only bring so many Spell Martyrs. Even if you do use a martyr, her low FURY stat drastically lowers her chance to hit with said spells. Witch Mark lets her effectively cast spells with her RAT instead, and lets her do it from much further away.

Feat thoughts

Lylyth1's feat is fairly straightforward and is best saved for the alpha strike or retaliation turn. If the enemy army is not too evasive, it can always be saved for a clutch assassination run. There's not much to say about it other than as noted above, the feat grants an additional die, so models with the ability to boost attacks can become insanely accurate, rolling four dice to hit. Her feat may not be crazy complex or interesting, but it is effective. While it does increase accuracy, it also indirectly increases her battlegroup output as well. While models CAN boost to hit, often times four dice will be overkill, meaning that extra FURY can be saved for boosted damage rolls or additional attacks. It also makes fishing for critical effects much more reliable, though this tactic is rarely a recommended gimmick to plan your strategy around.

Spell thoughts

  • Pursuit - A new spell in Lylyth1's arsenal in the new edition. Thanks to Witch Mark, she can apply this from relative safety early on, allowing a favored beast to increase their threat range drastically, or stay safe from enemy retaliation. Since the target of the spell itself is an enemy model/unit, the friendly warbeast that you have advance can be different each turn, assuming the Pursuit target remains in play. Try to apply it as early as possible in order to maximize its effectiveness.
  • Eruption of Spines - Eruption of Spines is a little less efficient this edition, as the potential number of additional targets it damages has been cut in half. It's also a very pricey spell, so think wisely about using it. More often than not, it's better to keep casting Parasite, and let the army do the infantry clearing. It's an okay option to have hiding in Lylyth's pocket however, as it can unexpectedly pick off key models that are otherwise assumed to be safe.
  • Parasite - The missile portion of Lylyth's laser-guided missile plan. Parasite is an impressive ARM swing, and ideally it will be casted every turn, as whatever gets tagged should be good and dead from whatever was thrown at it. With this spell, even the piddly, pillow-fisted Neraph can threaten a Khador heavy, especially if the Blackfrost Shard comes to play as well. Prime targets for Parasite are obviously enemy heavy jacks and beasts, although in some cases very resilient infantry such as Shield Wall Man-o-Wars under Iron Flesh can be viable targets, as the spell can affect an entire unit.

Drawbacks & Downsides

  • Like most Legion warlocks, Lylyth1 is very squishy, to the point she is even scared of boostable blast damage, and stealth from Prowl can't protect her from that.
    • Additionally, anything that can see through stealth and/or concealment can easily pick her off with enough effort.
    • Knockdown effects can bypass her normally solid DEF stat. Beware of throws and slams.
    • Abysmal FURY stat means she does not get to keep a lot of fury camp for transfers if she is upkeeping anything and casting Parasite every turn.
  • Tiny control range makes it hard to spread her feat across all of her army in most of the Steamroller scenarios.
  • Her support - and successful spellcasting - is usually tied to her bow's Witch mark. Anti-shooting tech will make the delivery of those critical spells very challenging.

Tricks & Tips

Lylyth is as squishy as they come (a common Legion theme). Her DEF is pretty good, but don't expect it to save her. Try to have Prowl active at all times. Having a cloud on demand from Succubus or Gobber Bellows Crew is highly recommended for her to stay safe.

List Building Advice


Lylyth likes a lot of attacks available to her army to make her feat super efficient, but make sure to bring enough heavy hitters. She can make cheap models like the Neraph really shine with Parasite, but the spell can only be in one place at a time. With that in mind, it's always worth having at least a few other models or units that are a little more self sufficient. Sprays are great under her feat too, since most sprays are saddled with low RAT values thanks to their potential to hit a lot of targets. Models with multiple attacks each activation love her feat.

Theme thoughts

Ravens of War

  • Grotesque Banshees bring sprays for days on the feat turn, and as usual, Parasite can make them shine. They're also fast and relatively easy to deliver, especially with an Assassin to escort them.

Children of the Dragon

  • Swordsmen can hit like trucks, but Lylyth doesn't bring them any defensive tech to get up the field, which they sorely need.
  • A Succubus (or Gobber Bellows Crew) can be very helpful for giving Lylyth a cloud effect on demand, allowing prowl to trigger when and where it's needed instead of relying on terrain. Upkeeping Pursuit for free is a good bonus too.


  • Seraphs are very valuable with Lylyth1. They are fast and have a decent but fury hungry gun due to lower than ideal RAT. Her feat and Parasite can make their shots impressively efficient. On top of that, she loves their Slipstream animus for helping guarantee alphas, increasing the threat range on her Parasite/Pursuit application, or even pulling her back to even safer distances after firing.
  • Nephilim Bolt Throwers are mandatory. End of story. Her bow has a solid range on its own, along her fairly safe application of spells. Even so, a lot of models can run to engage at the distance she can shoot. With Far Strike active on the other hand...there's not a lot in the game that can make it to her reliably and still be threatening.
  • Neraphs are a fairly lackluster beast, but at their bargain bin price point Parasite can make them worth it if you're crunching for space in a list. They have a lot of mobility tricks that may be useful as well.



Released way back in Primal Mk1 (2006)

Video Battle Reports

Other Legion Models

Legion Logo.jpg       Legion Index       (Edit)            
Battlegroup & Similar
Warlocks Absylonia1 - Absylonia2 - Anamag - Bethayne - Fyanna2 - Kallus1 - Kallus2 - Kryssa - Lylyth1 - Lylyth2 - Lylyth3 - Rhyas1 - Saeryn1 - Saeryn2 & Rhyas2 - Thagrosh1 - Thagrosh2 - Vayl1 - Vayl2
Other Warbeast Controllers Beast Mistress
Lesser & Packs Lesser Warbeasts: Shredder - Harrier - Stinger - Warbeast Packs: Blight Wasps
Light Afflictor - Naga Nightlurker - Nephilim Bloodseer - Nephilim Bolt Thrower - Nephilim Protector - Nephilim Soldier - Raek - Teraph
Heavy Angelius - Carnivean - Neraph - Ravagore - Scythean - Seraph
Azrael - Golab - Proteus - Typhon - Zuriel
Gargantuans Archangel - Blightbringer
Units, Solos, & Battle Engines
Units B.N. Archers - B.N. Hex Hunters - B.N. Legionnaires - B.N. Raptors - B.N. Scather Crew - B.N. Swordsmen - B. Rotwings - B.O. Warmongers - B.O. Warspears - Chosen - Grotesque Banshees - Grotesque Raiders - Hellmouth - Ice Witches - Strider Blightblades - Strider Scouts - Spawning Vessel
Blackfrost Shard
Solos Beast Mistress - B.N Shepher - B.N. Sorceress - B.N. Warlord - Forsaken - Grotesque Assassin - Incubi - Spell Martyr - Strider Deathstalker - Succubus - B.O. Warmonger War Chief
Ammok - Annyssa Ryvaal - Fyanna the Lash - Craelix
Battle Engines Throne of Everblight
Theme Forces
Children of the Dragon - Oracles of Annihilation - Primal Terrors - Ravens of War
Refer to Who Works for Whom and/or Category: Legion of Everblight Minion
This index was last updated: 2018.10

Rules Clarifications

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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification : Attack Type and/or Arcane Savant     (Edit)

  • If you forget to declare your Attack Type before rolling the attack, and you and your opponent can't agree on a fair fix, then the Judge's Policy is that the first listed Attack Type is the one that will be used.
  • You choose your Attack Type during Step 1 of the Attack Sequence. So, if your target can only be targeted by certain kinds of attack (such as a Menoth warjack with Passage), then you can choose an Magical Damage attack type and target it. (Infernal Ruling)

Rules Clarification : Blood Lure - None yet. (Edit)
Rules Clarification : Inflict Pain - None yet. (Edit)
Rules Clarification : Witch Mark - None yet. (Edit)

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Rules Clarification:  : Warlock      (Edit)
(Click Expand to read)

  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
    • Your CTRL area is double your FURY stat, not double your fury points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warlocks are also Battle Engines and thus follow all the Battle Engine special rules.
      There is no particular interaction between the Battle Engine rules and the Warlock rules.
  • Reaving & Leeching
    • If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
    • If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
    • If your warbeast is destroyed or RFP'd while under your opponent's control then:
      1. You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
      2. After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
  • Transferring Damage
    • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
    • If there is too much damage for the warbeast and it "overlaps" back to the warlock, then that damage is considered ... unsure at this time. (Infernal Checking)
  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    2. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. You're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an Any-Time ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    6. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    • Units with "Any Time" abilities
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.

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Rules Clarification : Warcaster Unit or Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are (normally) not Grunt models. Therefore they're not eligible for stuff like Revive.
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.
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Rules Clarification : Eyeless Sight      (Edit)

  • A model that ignores Stealth must ignore both aspects: both (1) the auto-missing, and (2) the 'not counting as an intervening model' parts.
    • This can have some strange interactions with casters & channelers, if one has Eyeless Sight and one does not. There are examples on the Category:Channeler page.
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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification : Prowl      (Edit)

  • Whether you can trigger Prowl is a bit awkward; As long as you have concealment you can trigger Prowl ... even if the attacker ignores concealment, (such as with Hunter).
    • If you're standing in a cloud, and the attacker "ignores clouds for LOS" (such as Bird's Eye) you get Prowl.
    • If you're standing in a cloud, and the attacker "ignores clouds completely" (such as Alchemical Mask) you don't get Prowl. (Infernal Ruling)
    • Similar for standing in a forest.
  • If a debuff removes Stealth, Prowl does not reapply stealth. But this ruling is being rechecked. (Infernal Checking)
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Rules Clarification : Stealth      (Edit)

  • "Automatically missing" is not the same as "cannot be hit by".
  • For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.

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Rules Clarification : Eruption of Spines and/or Spine Burst     (Edit)

Not considered an attack (Edit)   [Show/Hide]
  • The original attack and damage is definitely an attack, and triggers stuff normally. But the "secondary" damage works quite differently.
  • The secondary damage is not an attack, so doesn't trigger stuff like Vengeance.
  • The secondary damage (normally) doesn't actually hit the model(s) it damages, so doesn't trigger stuff like Shock Field. (A few of them do specify they hit, though, like Warhead.)
  • The secondary damage is not from an attack, but it is damage from the original model. This has two implications:
    1. It's not an attack from a weapon so:
      • it won't gain damage buffs from the weapon (such as Poison).
      • it won't gain any Damage Types from the weapon. (Infernal Ruling)
    2. It is a damage roll from a model so:
  • Spells that "arc" (Edit)
    • For spells that cause damage to "leap" or "arc" to adjacent models (Chain Lightning, Eruption of Spines, Ashes to Ashes, etc) ...
    • The damage is from a spell, so it is magical damage. (Infernal Ruling)
    • Steamroller flags are models, and so are eligible to be leaped to/from (although they won't be damaged by the spell). (Infernal Ruling)
      • Check whether your spell specifies "enemy model" or just "model", because as of Steamroller 2017 flags are not enemy or friendly.
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    Rules Clarification : Parasite      (Edit)

    • You lose the +1ARM bonus as soon as the model is destroyed - you can't maintain an upkeep spell on a model that is no longer in play.
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    Rules Clarification : Pursuit      (Edit)

    • This spell does not grant immunity to free strikes.
    • If cast on an enemy unit, you only get one Pursuit move (not one per model that moved in the unit). (Locked thread)
    • Pursuit triggers from any in-activation movement, and no out-of-activation movement.
      • Note that the moves from Sprint, Reposition, etc occur during a model's activation. ("At the end" not "after the end")