Saeryn, Omen of Everblight
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Saeryn, Omen of Everblight |
Unlimited Only This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page. Note that the rest of this page is about the model's Mark III rules. |
While her twin sister excelled at swordplay, Saeryn embraced and mastered her arcane power. She foresaw the coming of Everblight and knew that joining the dragon would bring glory beyond the dreams of any Nyss. Now among Everblight’s inner circle, Saeryn uses arcane skill and her supernatural connection to her sister to crush the dragon’s enemies in pursuit of her destiny.
Basic Info
Saeryn1 | |||||||||||||||||||||||||||||||
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Warlock - All warlocks come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.
Feat - Foreboding
While in Saeryn's control range, friendly Faction models gain +3 ARM, and models in her battlegroup gain Retaliatory Strike. Foreboding lasts for one round.
- Retaliatory Strike - If a model with Retaliatory Strike is hit by a melee attack made by an enemy model during your opponent's turn, after that attack is resolved the model with Retaliatory Strike can immediately make one basic melee attack against that model. The model with Retaliatory Strike can make only one Retaliatory Strike per turn.
Abilities
- Channeler [Rhyas] - While this model is in Rhyas's control range, Rhyas can channel spells through this model. (requires a 2+ warlock game)
- Force Barrier - This model gains +2 DEF against ranged attack rolls and Blast Resistance. (Blast Resistance - A model with Blast Resistance gains +4 ARM against blast damage.)
Weapons
Thrown Deathspur | ||||||||||||||
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RNG | ROF | AOE | POW | ||||||||||
7 | 3 | - | 10 | |||||||||||
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Deathspur | ||||||||||||||
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RNG | POW | P+S | |||||||||||
0.5 | 5 | 10 | ||||||||||||
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Spells
COST | RNG | AOE | POW | DUR | OFF | ||
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Arcane Ward
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2 | 6 | - | - | Upkeep | No | |
Target friendly Faction model/unit gains +2 DEF and cannot be targeted by enemy spells. Models are not affected while out of formation. | |||||||
Blight Bringer
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4 | 10 | 5 | 12 | Round | Yes | |
The AOE remains for one round. While in the AOE, enemy non-warcaster models cannot spend focus points, cannot be used to channel spells, and cannot be forced. | |||||||
Breath Stealer
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2 | 10 | - | - | Round | Yes | |
Target model/unit suffers -2 SPD and DEF for one round. | |||||||
Hellfire
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3 | 10 | - | 14 | - | Yes | |
Models disabled by Hellfire cannot make a Tough roll. Models boxed by Hellfire are removed from play. | |||||||
Respawn
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3 | 6 | - | - | Upkeep | No | |
When target large-based or smaller warbeast in the spellcaster's battlegroup is disabled by an enemy attack at any time except while it is advancing, place it anywhere completely within 3" of its current location. Remove 1 damage point from each aspect, then Respawn expires. |
Theme Forces
- Children of the Dragon. She gains Tactician [Blighted] in this theme.
- Oracles of Annihilation. In this theme she can start the game with friendly upkeeps in play. Also, enemy models that end their activation within 2" of her suffer continuous corrosion.
- Primal Terrors
- Ravens of War
Thoughts on Saeryn1
Saeryn1 in a nutshell
Saeryn1 is a denial/attrition warlock, mainly focusing on offensive spellcasting. She has a little bit of everything in her toolbox:
- Rapid-firing, short-ranged daggers with Grievous Wounds.
- A spell that keeps your warbeast in the fight a little longer.
- A SPD debuff and accuracy fixer, and an RFP nuke.
- A flat ARM boosting feat.
- A bigger, weaker and more expensive version of Thagrosh0's Blight Burst.
- A DEF booster and anti-spell tool.
Besides that, she has a frail frame and adequate defense against ranged attacks and blast damage.
This weird concoction of abilities and spells may all have their respective use in many match-ups, but it also causes Saeryn's jack-of-all-trades gameplay to severely overlap with other, more focused casters. It is not to say you can't pull off tricks with her, but other warcasters and warlocks may have more straightforward means to do that, or achieve the same result with less resource and/or complexity.
Here's an example scenario: You want to send in your brawler beast against an enemy heavy but it suffered some damage on its way in and may likely die from retaliation. So you put up Respawn and also drop a Blight Bringer AoE on said target to make it even harder for the opponent to bring your beast down if it survives. That requires 2 spells to be cast (one of them an expensive offensive one), good order of activation AND the enemy heavy not having a 2" melee weapon, AND not having access to grievous wounds AND no follow-up attacks to remove your Respawned beast on 3 HP trivially if it manages to kill your beast despite Blight Bringer. Not an uncommon scenario, based on attrition and denial. Now, the same scenario with Thagrosh1 (another attrition warlock) looks like this: send in your brawler warbeast. If RFP attacks are nearby, kill it by yourself first after getting stuck in. If killed, feat it back for another go.
Obviously, there are possible situations where Saeryn's toolkit is exactly what you need, but for most of the time, her optimal use requires in-depth knowledge of your opponent's army and its capabilities, as well as a professional understanding of your own faction. E.g. Blight Bringer is a weak and expensive nuke on the surface, unless you factor in how crippling it can be against warbeast to counter forces, especially while having an effect that needs to be shaken. In short, among all the Legion warlocks her toolkit has possibly the steepest learning curve, making her a difficult warlock to pick up both for beginners and other factions' veterans alike.
Feat thoughts
That's a solid ARM buff that cannot be dispelled or countered by Blessed weapons. The second half is fairly uninspiring (Elara2 even gets this as Field Marshal), and it is rarely worth it to specifically tailor your battlegroup to this benefit alone. Here's why:
- You must strike against the attacking model immediately, thus you cannot decrease the number of possible attackers (like in the case of a unit). The only exception is when an enemy delivers an impact attack against your model - then you can punch it before it delivers its charge attack.
- The retaliatory strike will be unboosted, and won't trigger anything that is bound to an activation (like Zuriel's Killshot).
- It is a basic melee attack, so no Thresher, Sweep, Combo Strike, and the like. Critical effects on your melee attacks (poison, pitch, etc) still work on them.
- If you are knocked down or made stationary by the attack, you can't strike back - neither if the opponent managed to get into your back arc.
- Retaliatory Strike won't be triggered by ranged attacks and Gunfighter shots.
Spell thoughts
- Arcane Ward - Arcane Ward gives Saeryn access to a rare DEF bonus in Legion, on top of also making a model/unit spell-proof. This spell is now a major reason to field Saeryn. Bringing a DEF 13 on Zuriel to DEF 15 (or an Angelius up to DEF 16) while blocking incoming spellfire is useful against many lists. Being able to boost Striders up to DEF 17 is also not shabby, but bringing Virtue Hosts to DEF 16 is probably a better use of this upkeep. It also stacks with other DEF bonuses like Thagrosh0's Fog of War, or the Blightbringer's concealment aura.
- Blight Bringer - Her expensive signature spell, with a more pronounced control ability than actual hitting power. If you happen to find similarities between this nuke, and Abby1's/Thagrosh0's spell, it is not by chance: Saeryn's has bigger AoE, -1 POW, and +1 cost, with the same effect. Its only offensive use is to clear out clustered infantry, but frankly, it is pretty lackluster in this. Anything above ARM12 will rarely worry about the blast damage (even more so with Blast Resistance), and the Sorceress' Blight Shroud AoE won't help you either (it works only on a direct hit). The main trick is the board controlling aspect. Important warbeasts and jacks are primary targets for it - especially if you can drag them into an AoE with a Hellmouth tentacle or with animi. You should also consider units and solos (mainly battlegroup controllers - remember, they are not warlocks/warcasters) which can spend FOC/FURY, either via spells (like Radiance of Morrow or Arcane Might), or innate abilities (like the Forsaken's Blight Burst, the Mannekins' boost from the Sentry Stone's FURY cache, or the Protective Aura from the Krielstone). Due to its extreme cost, consider sacrificing cheap models of yours to place it in the area you want it to be for sure. You can also use this spell defensively by arcing it into key positions where you don't want your enemy's heavy to do anything meaningful - though that requires a lot of second-guessing, and thorough knowledge about their models. Finally, this spell won't shut down other boosting mechanisms, like the spending of corpse/soul/power tokens, etc.
- Breath Stealer - Spammable SPD and DEF debuff, which can set up assassinations, or pin important jacks/beasts/units into their place. Add in other movement shenanigans (Drag, Pull, Attractor, Repulse), and you can effectively dictate where the enemy can go. Works on out-of-formation unit members too, severely limiting their possibilities to run back into formation, and also slows down Vengeance movement on eligible units. Though it can be cast on multiple targets, it can quickly deplete your FURY pool if you need to boost. Also, very potent against warcaster units where the grunts usually have significantly lower DEF than the casters themselves.
- Hellfire - Your stronger, but still expensive, nuke spell. Its main feature is the no-tough + RFP combo, which warrants its use against important recursion pieces. A unit leader with an important special rule, or expensive models with tough + knockdown immunity are all suitable targets for you.
- Respawn - The final piece of Saeryn's attrition game, and it's an OK one. This can keep your favorite, expensive beast alive just a little longer, and teleport it 3" away to go for one more turn. Watch out for counter-play, e.g upkeep removal, the - fortunately few - RFP effects happening on disabling the model, other models limiting your placement options, damage-remove denials like Grievous Wounds, Entropic Force, Mortality and so on which might cancel this spell's healing part completely, and most importantly, the follow-up attacks which might kill your 3 HP warbeast with little to no effort.
Drawbacks & Downsides
- The usual troubles of being a high DEF, low ARM/HP caster. Beware knockdown / stationary tricks.
- No speed or damage buff for her army, and no defensive buff outside your feat.
- Despite being a kunai throwing ninja, she lacks Pathfinder.
- Expensive spells make her vulnerable to anti-magic tricks. Lamentation and arcing denial are especially painful for her.
- Blight Bringer does not prevent Essence spending, making it way less valuable against Infernals.
- She's a jack-of-all-trades, but you'd often want specialists in your list pairing - and even if not, there are other Legion warlocks who can do many of her tricks much better.
Tips & Tricks
- Despite being well-armored against blast damage, secondary effects related to non-direct hits, like knockdown or continuous effects (fire, corrosion, etc) can still affect you. Also, boostable blasts are still valid dangers - watch out for Big B under Butcher1's feat.
- Effects that need to be shaken are crippling in the Blight Bringer AoE for any jack or beast. Consider adding knockdown/stationary/shadow bind to those targets to take them out of commission.
- A huge base's diameter is 120 mm, a Blight Bringer AoE is 127. When centered on them, SPD5 colossi and gargantuan creatures must advance almost in a straight line to completely pass it. When combined with Breath Stealer, you pretty much take away the opportunity to boost with said model, and even the fastest Gargantuans like the Archangel or the Storm Raptor must plan their moves carefully.
- Reconstruct places your model, so won't trigger abilities happening during advance (counter-charge, Admonition, The Wanderer's Hidden Paths, the Shadow and Labyrinth arcanas, etc). Also, Grievous Wounds still trigger the placement part, if you want to evade corpse gathering, or place your beast back into CTRL for reaving Fury from it.
List Building Advice
Strategy
Saeryn lacks damage and speed buffs, so you must rely on scenario manipulation, movement denial, and attrition. It is not atypical for the Legion's playstyle, but instead of speeding up your battle line to secure first strike, you must slow the dangerous elements of your enemy's lists down, letting closer only one at a time, and bunker up behind your feat and Arcane Ward to survive.
Theme thoughts
The Nephilims' Unyielding with your feat combines nicely for a +5 ARM swing, something that may require your opponents to divert more resource into bringing down these otherwise frail light warbeasts. Still, if Nephilim spam is your cup of tea, you probably should consider other warlocks, like Absylonia2, thagrosh2 or even Kryssa. This theme features very few resilient infantry, so while the feat's ARM bonus may push up their survival chance against blasts somehow, it barely matters against direct hits and even less against charges.
- Azrael - He can add a respectable amount of raged presence to your list, and Breath Stealer can fix both his average RAT and MAT, while giving additional breathing space (no pun intended) between him and his target. Having Respawn on him may also allow him to be on board a bit longer, especially against quality gunlines. Arcane Ward puts up his DEF to 16 which is absurd on a warbeast that is immune to knockdown.
- Typhon - There are few better things in attrition than having Rapid Healing, Foreboding, Respawn and Retaliatory Strike with Snacking on your expensive beast... maybe Thagsrosh1's feat. Also, nothing makes you more sad about anti-healing techs.
- Nephilim Bolt Thrower - Beside furthering Saeryn's reach with Deathspur, its Thunderbolt shot can also push heavies into the Blight Bringer template (and knock them down in an ideal scenario).
- Nephilim Bloodseer - Though its critical knockdown on a Retaliatory Strike is more cute than useful, Telemetry is always welcomed for a spell-slinger warlock. Although it can go into any theme, it gets special mention here, as you can achieve a pretty impressive ARM swing between the above mentioned +5 ARM and casting the Carnivean's Spiny Growth animus. If that wouldn't be enough, you can boost it further with Craelix's Weaken arrows against living targets, achieving an effective ARM 27 against a melee brawler. This might sound downright absurd, but chances are your Bloodseer will be left alone, as it has good chance to survive even a charging + Rage'd Mountain King's attacks.
- Nephilim Soldier - Cheap light with a Precision Strike - especially useful if you can carve out heavies' system/aspect in in a Blight Bringer patch so they are doomed to try to hit you without access to boost with their ruined weapons.
- Blighted Nyss Legionnaires - Possibly the only infantry in the theme where +3 ARM from the feat actually makes a difference. Even with their default Wall of Steel bonus it yields a respectable AMR20, and can be theoretically pushed even further by Battle Driven (+2), the Blightbringer (+2) and either the Blight Archon's ARM buff, or the Death Archon's Mortal Fear aura (+2) up to ARM26 - which is pretty ridiculous for single-wound infantry. If you manage to tarpit a heavy within a Blight Bringer patch with these buffs and Fairlor's mini-feat on, it will have really hard time removing them without boosts.
- Grotesque Banshees - Breath Stealer is a readily available RAT fixer for their sprays, providing an excellent RAT10 with Mark Target. Very much a corner-case, but under feat they are basically ARM20 against blast damage.
- The Grotesque Assassin is also a reliable source for Grievous Wounds while the sheer attack volume of the Strider Blightblades may occasionally cause a critical GW on a warjack/warbeast.
- Golab - His Entropic Force aura complements nicely Saeryn's toolkit, countering repairs and damage removals on targets that got stuck in your Blight AoE. Respawn is yet another insurance spell if you failed to trigger Sprint.
You can have your 2 upkeeps out right on turn 1, meaning you may have more resource to drop Blight Bringer templates or apply Breath Stealers on fast units. Though your Minions are not affected directly by any of your spells, Breath Stealer is a great accuracy fixer for them along with the Blight Archon's Veteran Leader aura, offering a +3 modifier on your attack rolls.
- Bokor & Shamblers - The Bokor's stationary can put a beast/jack out of commission for a turn by applying the effect on the target in a Blight Bringer patch. Also, the Shamblers can be cheap, low DEF homing beacons for placing the templates if you don't want to rely too much on scattering.
- Throne of Everblight - Huge base with relatively low DEF - offensive enemy spellcasters really like it to be de-buffed, or used as starting points for spells like Chain Lightning or Ashes 2 Ashes. Arcane Ward may keep it safe, while under your feat it will reach a respectable ARM23. Also, 3 Ice Cages can inflict further stationary effects on your foe.
- Ice Witches - You definitely don't want to miss with your Blight Bringer shot - why not take these girls for extra safety, either via Ice Cage or Puppet Master? Also another source of Ice Cages.
- Blackfrost Shard - Saeryn lacks damage buff, so this unit is often crucial in your list. Also, Ice Cages, if you did not get bored about it..
- Hex Hunters - Having Bayal around this unit will get Shadow Bind - and shaking it will be impossible in a Blight Bringer template.
- Primal Archon - Already talked about Stationary and Shadow Bind with Blight Bringer, why not add Knockdown to your toolbox as well?
- Hermit - Accuracy and damage fixer on a stick, plus he can stave off a single strayed shot that might get through Saeryn's Force Field.
- Proteus - Beside the handy Unyielding bonus his animus ensures that whatever got dragged into your Blight AoE, will stay there until Proteus gets killed... And Respawns...
- Kwaak and Gub - Mud Foot is an incredibly potent spell but Kwaak usually just dies after casting it. Not necessarily with Breath Stealer on - with the combination of the two, even a SPD8 target can be kneecapped, doomed to a 4,5" charge or a 6" run. If it happens to be a warbeast or warjack, standing in a Blight Bringer template, they may not even be able to run.
- Thagrosh0 - What is better than 1 focus/fury denying AoE? Two, of course. Thagrosh with Ethrubal's Guidance can reliably hit enemy heavies, and is always there to throw around a cheaper version of Blight Bringer if needed. Fog of War also stacks nicely with Arcane Ward. Note that if you bring Typhon with him, you cannot put Respawn on it as it only affects warbeasts in Saeryn's battlegroup.
- Blighted Ogrun Warmongers - Unless the enemy triggers Vengeance, they're a bit slow, so Breath Stealer may give you some room to maneuver around. With Unyielding and the feat they reach the effective ARM level of the Man-o-War Shocktroopers in close combat, while speed de-buffing spells and magic in general will have to work hard to overcome Ammok's Unbinding and Arcane Ward.
- Hellmouth - They can be practically invulnerable during Saeryn's feat, and will give her an incredibly powerful scenario backbone by contesting objectives, and flags, or simply pulling models off of zones and out of contesting range. Breath Stealer also gives them a nice accuracy buff to make sure an all-important drag lands. Her feat doesn't keep them any safer against the likes of snipers, but they may cause a lot of frustration for your opponent if they drag a heavy within a Blight Bringer template. Extra tentacles are also perfect targets for placing Blight Bringer AOEs where you need them.
- Chosen of Everblight - Before they get stuck in they usually need only a single turn of protection to survive dedicated shooting/melee counterpunch, and not to get de-buffed by spells on their way. Guess what, Saeryn can give them both. With the Blightbringer's aura they'll enjoy a nigh-unbreakable ARM22 that cannot be dispelled and laughs even at boosted POW15 shots. Also, Arcane Ward with Thagrosh0's Fog of War gives an effective DEF16 - something that causes headache even for boosted RAT7 guns (in terms of raw figures: a fully boosted aiming Hunter shot has ~5,6% of killing a Chosen under such protection).
Support models & Minions - Various themes
- Spell Martyr - Applying key Breath Stealer or Blight Bringer from afar is crucial in Saeryn's gameplay, and these cheap solos will ensure that you can keep her away from retaliation even after Zuriel bit the dust.
- Farrow Valkyries, The Wastelander or Nephilim Protector - DEF18 against ranged threats is great, but not invincible. Plus there's always chance that your opponent just rolls straight up boxcars, landing otherwise harmless shots on Saeryn's head. Having a Shield Guard nearby can be life saving. The Nephilim Protector is incredibly expensive for a single shield guard, but Guard Dog may save your bacon if the enemy manages to close in on you and you need to extricate Saeryn.
- Eilish - Blight Bringer is among the most expensive spells in the game - Puppet Master adds yet another layer of protection against misses if neither Yssylla nor the Ice Witches are around.
- Blight Archon - Outside of Respawn Saeryn does very little to her battlegroup. If you need a reliable battlegroup controller for your heavy, the Archon got you covered. Also, Veteran Leader allows you to sling Breath Stealers with an effective FURY8 for attack rolls.
Battlegroup

- Archangel - The Archangel has fairly average MAT and RAT, something that Breath Stealer fixes amicably. Arcane Ward keeps away not only targeted spell debuffs, but also puts the Archangel's DEF to a level that is not trivially easy to hit. If a living model threatens your gargantuan, and you can place a Harrier nearby for its Annoyance aura - the two yields an effective DEF14 that may induce misses even for MAT7 models. Finally, its P+S 21 Retaliatory Strike is the strongest you can get under your feat.
- Blightbringer - This gargantuan supports your infantry elements in those aspects that Saeryn herself cannot help (read: STR and ARM), and may pump up her dagger to basically Hand Cannon strength. Also, the feat's Retaliation Strike completes its animus, enabling you to remove a whole bunch of Weapon master infantry, before the bulk of them could even land their blows - provided the enemy was careless enough with positioning. Since you decide the order you resolve the two effects, you can spray away, and smash the survivor with your Retaliatory strike - just remember that both have to target the model who made the attack.
- Angelius and Neraph - Both have strong, board controlling animi and love Breath Stealer's MAT fix with the added benefit of being safer from their assailants.
- Zuriel - Her pet warbeast that can go virtually into any theme, and serves as your #1 arc node for your offensive spells. Some sort of damage buff is strongly advised for him, as Saeryn offers none of that.
Other
Trivia
- Released in Hordes: Evolution (2007)
- The twin sister of Rhyas. She and her sister went into epic form together, forming a warlock unit, often called the Twins.
- The dragon and his warlocks share a constant spiritual connection, sharing their thoughts and experiences with their master and vice versa. So far Saeryn is the only one who can shelter her mind from the piercing gaze of Everblight, and can extend this protection to her sister's thoughts too. This saved Everblight's life in the Great Hunt, when his warlocks were hunted by a dragon alliance and the Circle Orboros. Saeryn, sealing off her and Rhyas' mind from Everblight's sight, bargained with their enemies for the Legion's survival, but without Everblight's consent. This gambit, though it paid off, wrought a lot of suspicion upon Saeryn and her sister, and now their every step is closely monitored by the dragon and his agents.
Video Battle Reports
- 2019.07 Feat Fetish, vs Sloan1
- See also Category: Video Battle Reports for more casters with videos.
Other Legion Models
Rules Clarifications
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Rules Clarification: : Magical Damage (Edit) |
* 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)
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Rules Clarification : Grievous Wounds (Edit)
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Rules Clarification : Thrown (Edit)
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Rules Clarification: : Warlock (Edit) | ||||
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Rules Clarification : Channeler and/or Arc Node (Edit)
Channeling in melee
Channeler - LOS
Caster - Attack roll
Stealth - It affects both LOS and the attack roll
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Rules Clarification : Force Barrier (Edit) |
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Rules Clarification : Retaliatory Strike (Edit)
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Rules Clarification : Arcane Ward - None yet. (Edit)
Rules Clarification : Blight Bringer - None yet. (Edit)
Rules Clarification : Breath Stealer - None yet. (Edit)
Rules Clarification : Hellfire - None yet. (Edit)
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Rules Clarification : Reconstruct and/or Respawn (Edit)
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- Legion of Everblight
- Blighted Nyss
- Blighted
- Nyss
- Model
- Does have Mk4 rules
- Warlock
- Retaliatory Strike Feat
- Channeler
- Force Barrier
- Magical Damage
- Grievous Wounds
- Thrown
- Arcane Ward
- Blight Bringer
- Breath Stealer
- Hellfire
- Respawn
- Children of the Dragon
- Oracles of Annihilation
- Primal Terrors
- Ravens of War
- Video Battle Reports