Dante portrait

Imperial · Blood Angels

Dante

Chapter Master

Overall hero rating 7.49 / 10

Score updated: Nov 3, 2026

Overall Hero Rating

How scoring works
7.49 / 10 Rank 7

A fast, aggressive team player who helps your strongest fighters land even bigger blows.

Mode ratings

Guild Raid 8.5 / 10

A mobile buffer for Kariyan and Khârn lineups, with top-team roles against Cawl, Lion and Magnus.

Guild War 8.5 / 10

Teams featuring Dante clear 76.9% of Meds Up attacks across equally weighted battlefields, with established attack and defense Meta bonuses.

Horde 5.5 / 10

Mobile melee support strengthens flying and assault allies, while limited personal wave clearing makes his value depend on team composition.

Popularity 7.45 / 10

Planner records show 7,077 players at Gold I or higher, 4,845 at Diamond I or higher and 975 at Adamantine II or higher. Five equally weighted milestones determine this investment-based Popularity score.

Hero Stats

Game 1.43.130

Mythic · Mythic wings · Adamantine III

Health
13,097
Armor
3,347
Damage
1,601

Movement

4hexes

Melee

Piercing
Hits
4
Range
1
Pierce
80%

Traits

Deep Strike

This unit starts the battle in Deep Strike. Units in Deep Strike can move to any free hex on the battlefield that is not adjacent to an enemy, but then cannot perform ranged attacks until the end of their turn, or they can move normally from their current position. Units in Deep Strike cannot be targeted or damaged until they have taken an action or ended their turn.

Final Vengeance

When this unit loses its last Health, it immediately performs a normal attack on an eligible target and is then defeated as normal, unless Overkilled

Flying

Can traverse impassable hexes and enemies and move between any elevation.

Rapid Assault

Has +1 Movement until it makes a melee or ranged attack. Its first attack each battle, and subsequent attacks that turn, deal extra damage.

Terrifying

Reduces damage taken from melee attacks.

Abilities

active ability

Light of Sanguinius

If Dante has not moved, he gains Infiltrate until the end of this turn, then charges an enemy target that has a free adjacent hex within movement range 5 and deals 5x 1174-1566 Melta Damage to it. The target and enemy units surrounding it deal -30% Damage for 1 round. This effect is doubled if they attack friendly units that are at or below 50% Health.

passive ability

Lord of the Host

Other friendly units within 2 hexes with Rapid Assault or Flying deal +1174 Damage with melee attacks. Affected units that are at or below 50% Health also score an additional hit with melee attacks.

Supporting Evidence