Deathleaper portrait

Xenos · Tyranids

Deathleaper

Vanguard Organism

Overall hero rating 3.61 / 10

Score updated: Nov 3, 2026

Overall Hero Rating

How scoring works
3.61 / 10 Rank 98

Can hunt isolated threats, but limited crowd clearing and boss value restrict his usefulness.

Mode ratings

Guild Raid 1.0 / 10

Historical Neurothrope and Dorn suggestions provide possible niches, but little current confirmation supports choosing him over established raid specialists.

Guild War 5.0 / 10

Teams featuring Deathleaper clear 63.8% of Meds Up attacks across equally weighted battlefields, providing the stronger supported role.

Horde 5.5 / 10

Charging self heals and threat control provide useful independence, but single target pressure limits how quickly Deathleaper can clear waves.

Popularity 2.94 / 10

Planner records show 2,590 players at Gold I or higher, 426 at Diamond I or higher and 5 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
11,641
Armor
2,474
Damage
3,492

Movement

3hexes

Melee

Bio
Hits
3
Range
1
Pierce
30%

Traits

Camouflage

Ranged attacks against this character score -1 hit. This increases to -2 hits if this character is more than 2 hexes away from the attacker or to -3 hits when in Tall Grass. Attackers always score at least 1 hit.

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.

Infiltrate

This unit does not trigger Overwatch

Terrifying

Reduces damage taken from melee attacks.

Abilities

active ability

Fear of the Unseen

Can only be used if the Deathleaper has not moved this turn. All enemies within 2 hexes get Suppressed and trigger Battle Fatigue, if they have it. The Deathleaper vanishes and cannot be targeted or damaged for 1 round. In its next turn it can move to any free hex on the battlefield that is either within Synapse range, has Tall Grass or is not adjacent to an enemy and its attacks deal an additional 3x 1566-1958 Direct Damage. Initial cooldown: 1 round.

passive ability

Feeder Tendrils

When charging, the Deathleaper deals +1306 Damage, heals for 4306 Health and Suppresses the target for 1 round.

Supporting Evidence