Total War: WARHAMMER 3 Update 7.0 – The Air War Rebalanced Explained (Full Dragon & Flying Unit Overhaul Guide)
Flying units have always been some of the flashiest tools in Total War: Warhammer III, but for years, something never felt quite right. Your mighty Star Dragon could descend like a meteor… only to get staggered by basic arrows or knocked out of the sky by physics that didn’t match the fantasy.
But that era is officially over.
Patch 7.0 introduces the biggest aerial rework in franchise history—an overhaul centered on one game-changing stat: Entity Mass. Dragons, demons, and flying monsters have been rebuilt from the ground up, and the difference is enormous (literally).
This guide breaks down:
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Every major stat change (with exact numbers)
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How Entity Mass actually changes aerial combat
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The tactical trade-offs CA introduced
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How YOU should now use dragons
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How to counter them in the new meta
If you want to dominate—and survive—the new sky meta, this is your must-read breakdown.
Major Stat Changes (Update 7.0): Full Dragon & Flying Unit Rebalance
Flying units across multiple factions received massive buffs. Here’s the full data table with every major adjustment:
| Faction | Unit / Lord | Entity Mass (Old → New) | Turn Speed (Old → New) | Fly Speed (Old → New) |
|---|---|---|---|---|
| Dark Elves | Black Dragon / Mounts | 4000 → 5000 (+25%) | 100 → 120 | 9 → 9.5 |
| Empire | Elspeth (Carmine Dragon) | 4000 → 5000 (+25%) | 120 → 130 | 9 → 9.5 |
| Grand Cathay | Miao Ying / Zhao Ming / Yuan Bo (Dragon Form) | 3500 → 4500 (+29%) | 100 → 120 | 8 → 9 |
| High Elves | Sun Dragon / Mounts | 3500 → 4000 (+14%) | – | 9.5 → 10 |
| High Elves | Moon Dragon / Mounts | 4000 → 5000 (+25%) | 120 → 130 | 8.5 → 9.5 |
| High Elves | Star Dragon / Mounts | 4400 → 5900 (+34%) | 100 → 110 | 8 → 8.5 |
| Vampire Counts | Zombie Dragon | 4000 → 5000 (+25%) | – | – |
| Warriors of Chaos | Daemon Prince (Wings) | 4400 → 5900 (+34%) | – | – |
What "Entity Mass" Really Does (And Why It Matters More Than Damage)
Entity Mass is the physical weight and inertia of a model. High mass means:
✔ Harder to knock back
✔ Harder to stagger
✔ Harder to interrupt
✔ Stronger impact when charging
✔ More control over enemy infantry formations
Before the patch, dragons with ~4400 mass could be stun-locked mid-flight by volleys of arrows or artillery impacts.
Now?
With +25–34% more mass, dragons barely flinch.
This transforms them from “high-value glass cannons” into true battlefield juggernauts, able to hold their ground and plow through infantry the way the lore always intended.
The Trade-Off: More Stability, Less Agility
Creative Assembly didn’t simply buff dragons without restraint—they also adjusted Turn Speed to create meaningful trade-offs.
What changed:
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Some units gained mass but lost turning agility
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Cycle-charging is slightly less efficient
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Sustained combat is now the intended playstyle
Example:
Star Dragon
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+34% mass
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Turn Speed: 100 → 110
This makes dragons:
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More stable
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Harder to stagger
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But slightly less nimble in tight aerial maneuvers
What it means for you:
You should commit to the fight, not tap-dance in and out. Dragons are now breakthrough tools, not cycle-charge machines.
How to Use Dragons in the New Meta (Commanding the Skies)
1. Commit Hard — Don’t Hover
With their new mass, dragons thrive in extended fights.
Dive artillery, archers, or isolated casters and stay engaged.
2. Tank More Missile Fire
They can absorb basic archer volleys far more safely than before.
Elite AP shooters? Still dangerous. But not as debilitating.
3. Abuse the Winners of Patch 7.0
A few units benefited exceptionally well:
Dark Elf Black Dragon
Mass +25%, Turn +20%, Speed +0.5
→ Now one of the best all-round flying monsters in the game.
Sun Dragon
Now the fastest flyer in Total Warhammer at Speed 10.
→ Perfect for hunting artillery and light fliers.
How to Counter Dragons After the Rework (Defending the Ground)
1. Basic Archers Are NOT Enough Anymore
Pre-patch, archers could stagger dragons mid-charge.
Now they barely tickle them.
You need:
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AP ranged units
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Handgunners
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Thunderers
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Bolt Throwers
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Cannons
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Soul Grinders (Tzeentch/Slaanesh)
2. Control Spells > Raw Damage
Abilities that immobilize or reduce mass are now top-tier counters.
Examples:
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Nets
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Roots
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Mass reduction spells
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Slow debuffs
Stopping a dragon is more valuable than damaging it.
3. Target the Rider on Mounted Lords
Mounted lord = two entities
Dragon ≠ Lord
The rider often has:
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Lower HP
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Lower mass
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Worse resistances
Focus fire can drop them surprisingly fast.
Final Verdict: The Most Epic Air Rework Total War Has Ever Seen
Update 7.0 finally makes dragons feel like dragons.
They’re heavier, more stable, harder to disrupt, and dramatically more intimidating.
The sky meta is now:
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More tactical
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More cinematic
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More lore-accurate
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Less cheesy (goodbye mass-stagger spam)
Whether you’re commanding dragons or desperately trying to shoot them down, the air war is now deeper and more satisfying than ever.
Prepare yourself—the true age of aerial juggernauts has arrived.

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