Seer Council

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Dawn of War logo.jpg This article is part of the Dawn of War Player's Guide.
From RelicWiki


Dawn of War Commander Unit
Seer Council
Eldarwarlock.jpg
Race Eldar
Version Dark Crusade v1.2
Soulstorm v1.2
Build Info
Seer council icon.jpg
Hotkey S
Build Cost Resource requisition.gif 240 Resource power.gif 150  Resource cap infantry.gif 2
Build Time 42 s
Built From Webway Assembly
Squad Size 3/9
Requires Mobilize for War
Limit 1
Unit Stats
Hitpoints 600/2
Armour Commander
Morale 1200/14/50
Death Penalty -37.5
Unit Mass 15
Move Speed 16
Sight Radius 30 (detection 30)
Reinforcement
Reinforce Cost Resource requisition.gif 80 Resource power.gif 50 
Reinforce Time 18 s
Weapons
Ranged Shuriken Pistol
Melee Witchblade



Contents

Seer Council

"The Council has arrived."

The Seer Council is a collection of some of the Craftworld's most powerful Warlocks. They collectively focus their psychic powers and battle experience to be an awe-inspiring battlefield force and are exceptional at defending the Farseer.

Note: In Soulstorm, the Seer Council requires two slots in Falcons and Webway Gates.

Tactics

The Seer Council is the most powerful melee infantry the Eldar have to offer, and an ideal squad to attach your Farseer to. Researching Fleet of Foot and Mysticism makes the Seer Council much more powerful. Fleet of Foot allows the Seer Council to rapidly close with the enemy, forcing the enemy into melee combat. Mysticism research unlocks the Conceal and Embolden abilities, which protect against ranged damage and can be activated to increase morale respectively. While powerful, it is important to accompany the Seer Council with other close combat units such as Howling Banshee Squads to prevent the squad from being swamped with cheap close combat infantry and picked off from range. Especially with a Farseer attached, the Seer Council is a squad capable of taking on any enemy.

The Seer Council can be used to absorb the damage of ranged powerhouses like Obliterators and Flash Gitz. Their commander armor makes them the most resistant infantry type to this type of damage. Their armor coupled with Conceal means the damage they receive from such heavy hitters is about 1/3 to 1/5 of the damage that would have been dealt if they shot your Warp Spiders or Howling Banshees.

Abilities

Fleet of Foot

Fleet of Foot Hotkey: F
Fleet of foot icon off.jpg Requires Fleet of Foot Research
Target Types Self
Range 0
Area of effect Entire squad Cooldown time Toggled ability
Effects When activated, the squad moves 50% faster but loses 50% accuracy with all weaponry.

Ability Recharge Reduction

Ability Recharge Reduction
PassiveAbility icon.jpg Requires Nothing
Target Types Self
Range All squad members
Area of effect Entire squad Cooldown time Passive ability
Effects The abilities of the Seer Council along with any attached heroes recharge in only 85% the time. This effect stacks with the Farseer's recharge reductions from her researches, but does not stack with itself.

Embolden

Embolden Hotkey: B
Embolden icon.jpg Requires Mysticism
Target Types Self
Range 0
Area of effect Entire squad Cooldown time 150 s
Effects The Seer Council pulls their psychic powers together to improve their maximum morale by 200.

Conceal

Conceal
PassiveAbility icon.jpg Requires Mysticism
Target Types Self
Range 0
Area of effect Entire squad Cooldown time Passive ability
Effects The Seer Council shrouds themselves with their psychic powers reducing the damage they take from ranged fire by 50%. Does not affect an attached Farseer.

Weapons

Shuriken Pistol

Shuriken Pistol
RangedStance icon bw.jpg Damage Per Second Values
Infantry Vehicles Buildings Daemons Morale Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High DPS Base Min Max Min.D
Initial DPS: 6.5 8.0 3.6 4.3 0.4 2.1 0.4 0.4 0.4 0.4 0.4 0.4 0.4 4.2 0.4 0.4 1 16 25 0.6

Cost Default Weapon Range 35 Setup Time 0 s
Build Time Default Weapon Accuracy 70% (100% w/ Guide which increases the DPS by 42.9%) Refire Rate 1 s
Area of Effect 0 Requires Nothing

Witchblade

Witchblade
MeleeStance icon bw.jpg Damage Per Second Values
Infantry Vehicles Buildings Daemons Morale Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High DPS Base Min Max Min.D
Initial DPS: 62.2 102.4 80.7 83.0 68.3 18.1 16.5 13.2 8.0 8.0 19.8 13.6 8.8 48.4 18.6 2 5 150 125 10

Cost Default Weapon Range Melee Setup Time 0 s
Build Time Default Weapon Accuracy 80% (100% w/ Guide which increases the DPS by 25%) Refire Rate 1 s
Area of Effect 0 Requires Nothing

Researchable Upgrades

Fleet of Foot Research

Fleet of Foot Research Hotkey: F
Fleetoffoot research icon.jpg Cost Resource requisition.gif 50 Resource power.gif 50  Research Time 60 s
Researched From Webway Assembly
Requires Nothing
Effects Activates the Fleet of Foot ability for Guardian Squads, Ranger Squads, Howling Banshee Squads, Dark Reaper Squads, Fire Dragon Squads, Farseer, and the Seer Council.

Mysticism

Mysticism Hotkey: C
Conceal icon.jpg Cost Resource requisition.gif 125 Resource power.gif 65  Research Time 50 s
Researched From Webway Assembly
Requires Nothing
Effects

Note: in Dark Crusade, Mysticism cost Resource requisition.gif 150 Resource power.gif 75  and took 55 s to research.



The Dawn of War Player's Guide

The Dawn of War Player's Guide - Thought of the day: Knowledge is power, guard it well.
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