The Swift and the Mighty

The Eldar are enigmatic aliens from the far-reaches of known space, they band together in a great Craftworld and ply the space lanes, striking at the Imperium of Man in swift and decisive action. They are the remnants of a once great race that fell into Chaos and Decadence; these survivors ignored the siren call of power and rose to become powerful warriors and talented psychics. Now they fight for their place in the universe and seek to topple the Imperium that has grown fat and lazy upon the suffering of others.

In Dawn of War 2 the Eldar are a superior hit and run force with several squads that are designed for fast 'in and out' tactics and ranged weapon support. The build Psychic Might in battle and can use it to power many of their special abilities.

The Eldar Heroes

The Warlock

The Eldar Warlock is a dangerous foe when fully upgraded with his wargear. He can disrupt enemy troops and with such powers as Warp Throw, hurl an enemy Hero from the safety of his own men into a group of prepared Howling Banshees or Warp Spiders. The Warlock is the Eldar player's choice for a good all-round combatant and has a number of useful abilities at his disposal that make him a force to be reckoned with.

Special Abilities

Webway Gate: The Eldar places a webway transport gateway on the battlefield, it is possible for troops to remain in the Warp until needed and summoned through any active gateway.


  • Population: 5
  • Psychic Might: 125

Swift Move: This causes the Eldar squad to move swiftly upon the field of battle.


  • Psychic Might: 120

Conceal: The targeted squad is concealed from the eyes of the enemy.


  • Psychic Might: 175

Eldritch Storm: Waves and waves of psychic and Warp energy are unleashed in the target area, there is widespread damage and destruction for all caught within it.


  • Psychic Might: 650
  • Tech Level: 3

Warlock Abilities

Fleet of Foot: The Warlock gains a bonus to his speed and reduced damage as he moves swifter than before.

Destructor: The Warlock calls upon his psychic powers and causes a rolling wave of energy to blast towards the target.

Warlock Upgrades (Wargear)

Immolator: This flaming Witchblade of the Eldar seethes with burning fires, powered by the rage of the mighty Khaine himself. It unlocks the Immolate Power and allows the Warlock to cause an area effect blast radius attack doing fire damage.


  • Requisition: 100
  • Power: 30

Champion's Robe: This armour for the Eldar Warlock is a special suit that offers him better protection in combat. It increases the Warlock's health and unlocks the Psychic Shield, a powerful force field that protects the Warlock.


  • Requisition: 120
  • Power: 30

Channelling Runes: With these runes inscribed into his armour and upon his clothing, the Warlock gains the Channelling Ability that allows him to increase the health and energy of a targeted unit.


  • Requisition: 100
  • Power: 30

Merciless Witchblade: A brutal close combat weapon of the Eldar, this Witchblade seeks to draw the very soul of its enemies into the depths of its core. It drains an enemies Energy and increases the Warlock's damage and ranged attack power.


  • Requisition: 100
  • Power: 30

Cloak of Shadows: This Eldar Armour seethes with eldritch energy and grants the Warlock the Cloaking Shroud ability. Cloaking Shroud conceals nearby troops and reduces any ranged damage that they take as well as any suppression. The armour also increases the health of the Warlock.


  • Requisition: 180
  • Power: 40
  • Tech Level: 2

Warp Throw: These special gauntlets allow the Warlock to manipulate the forces of the Warp, throwing his enemies a great distance. It unlocks the Warp Throw ability and the Warlock can target an enemy, choose a direction to throw them in. This is useful for pulling a Hero from the enemy HQ where they are healing and throwing them into a trap.


  • Requisition: 100
  • Power: 25

Witchblade of Kurnous: A powerful Eldar artefact, the Witchblade unleashes a devastating power and unlocks Etheral Slash. The Warlock calls upon its might and delivers area effect damage with the blade.


  • Requisition: 125
  • Power: 30
  • Tech Level: 2

Providence: This suit of Eldar armour whispers with ancient power, it allows the Warlock to unlock the Providence ability and this grants him with quicker ability cooldowns and renders him temporarily invulnerable as well.


  • Requisition: 200
  • Power: 100
  • Tech Level: 3

Heart of Darkness: This artefact allows the Warlock to unlock the Heart of Darkness ability; this helps him to restore his energy faster.


  • Requisition: 100
  • Power: 30
  • Tech Level: 2

Warp Spider Exarch

The Eldar Warp Spider is a quick hit and run troop, good for ambushes and unit extraction/insertion. The Exarch is the highest trained unit and the Hero version boasts some incredibly useful abilities. This is a character that's best used in a harassment role and can quickly turn the tide of battle if deployed correctly. He can be upgraded with a variety of Wargear to give him an edge in close combat and extend his ability to teleport.

Special Abilities

Webway Gate: The Eldar places a webway transport gateway on the battlefield, it is possible for troops to remain in the Warp until needed and summoned through any active gateway.


  • Population: 5
  • Psychic Might: 125

Crack Shot: This grants a ranged damage bonus to the targeted squad.


  • Psychic Might: 150

Spider's Brood: The Eldar teleport in a Warp Spider squad at the target location.


  • Requisition: 350
  • Population: 16
  • Psychic Might: 400
  • Tech Level: 2

Eldritch Storm: Waves and waves of psychic and Warp energy are unleashed in the target area, there is widespread damage and destruction for all caught within it.


  • Psychic Might: 650
  • Tech Level: 3

Warp Spider Abilities

Teleport: The Warp Spider teleports to a target location that is within range.

Group Teleport: The Warp Spider teleports himself and nearby allies into the target area.

Warp Spider Upgrades (Wargear)

Heavy Gauge Death Spinner: This weapon upgrade allows the Warp Spider to unlock the Heavy Gauge Filament ability. This increases his damage and gives him a knockdown effect.


  • Requisition: 100
  • Power: 25

Improved Warp Generator: A better Warp Generator allows the Eldar Warp Spider Exarch to increase his health and energy.


  • Requisition: 110
  • Power: 35

Improved Targeters: Better optics and control systems allow the Warp Spider Exarch to increase his ranged attack and his damage.


  • Requisition: 100
  • Power: 35
  • Tech Level: 2

Entangling Web: An addition/bonus to the Warp Spider's arsenal allows him to unlock the Entangle ability which temporarily immobilises an enemy.


  • Requisition: 135
  • Power: 35
  • Tech Level: 2

Phase Armour: This suit of Eldar armour unlocks the Phase Shift ability that allows the Warp Spider to step out of phase, this means that he takes no damage in combat for the duration of the power nor can he deal any damage. He also gains a health bonus.


  • Requisition: 125
  • Power: 35
  • Tech Level: 2

Shimmer Orb: A scintillating sphere of energy protects those inside the sphere. Units inside cannot be hurt by those outside of it.


  • Requisition: 100
  • Power: 25
  • Tech Level: 2

Power Blades: These close combat weapons enhance the Warp Spider against vehicles; he gains a high bonus when in combat with them.


  • Requisition: 170
  • Power: 70
  • Tech Level: 2

Enhanced Warp Jump Generator: A better generator allows the Warp Spider a greater range for his teleport and group teleport abilities. It also reduces the teleport abilities cooldown.


  • Requisition: 100
  • Power: 25
  • Tech Level: 2

Anti Gravity Grenade: This grenade produces a temporary gravity disabling effect in an area.


  • Requisition: 200
  • Power: 50
  • Tech Level: 2

Farseer

The Eldar pride themselves on their psychic powers and their might in mental combat. The Farseer is the penultimate psychic combatant and has an array of devastating powers at her disposal. She can distort the flow of time itself and her mastery of the Eldar psychic arts allows her to provide vital support to troops on the battlefield, tying up enemy units in mental combat and granting bonuses to allied soldiers.

Special Abilities

Webway Gate: The Eldar places a webway transport gateway on the battlefield, it is possible for troops to remain in the Warp until needed and summoned through any active gateway.


  • Population: 5
  • Psychic Might: 125

Farsight: The fog of war melts away and the location upon the battlefield is revealed to the Farseer's eyes.


  • Psychic Might: 100

Summon Seer Council: A squad of Eldar Warlocks stands ready to serve as the Farseer calls them in from the Craftworld.


  • Requisition: 700
  • Population: 20
  • Psychic Might: 600
  • Tech Level: 3

Eldritch Storm: Waves and waves of psychic and Warp energy are unleashed in the target area, there is widespread damage and destruction for all caught within it.


  • Psychic Might: 650
  • Tech Level: 3

Farseer Abilities

Fleet of Foot: The Farseer gains a bonus to her speed and reduced damage as he moves swifter than before.

Guide: The Farseer reaches out with her mind and guides the targeted ally squad. They gain a bonus to their range as well as their damage.

Farseer Upgrades (Wargear)

Doombringer: This Farseer weapon allows her to unlock Doom, which grants the Farseer increased damage to the enemy target.


  • Requisition: 115
  • Power: 25

Armour of Fortune: Woven with the magic of the Eldar and psychic emanations, this armour allows the Farseer to unlock her Fortune ability; this reduces the damage that an allied unit takes in combat.


  • Requisition: 100
  • Power: 25

Spirit Stones: The Eldar spirit stones allow them to fight on after death; in this case it unlocks the Spiritual Rites ability. The Farseer can restore energy in an area. It also allows her an energy and health bonus when she revives fallen Hero characters.

It is charged when the Farseer takes damage in combat.


  • Requisition: 100
  • Power: 25

Singing Spear: This wailing weapon sings out battle cries and is effective against all kinds of vehicles in combat.


  • Requisition: 170
  • Power: 55
  • Tech Level: 2

Rune Armour: This ornate Eldar artefact armour is inscribed with runes of power and protection. It increases the Farseer's health, energy and her energy regeneration.


  • Requisition: 110
  • Power: 30
  • Tech Level: 2

Ghosthelm: This ancient and spiritual helm of the Eldar unlocks the Farseer's Mind War ability. The Farseer causes a targeted enemy to take more damage in battle whilst this ability is active whilst the Farseer takes none.


  • Requisition: 100
  • Power: 25

Gravity Blade: This powerful weapon allows the Farseer to unlock Levitation Field and this lifts enemies into the air around her.


  • Requisition: 200
  • Power: 50
  • Tech Level: 2

Armour of Asuryon: This armour allows the Farseer to unlock her Time Field ability, when this ability is active; units in the area of effect cannot attack and are slowed.


  • Requisition: 200
  • Power: 60
  • Tech Level: 3

Runes of Reaping: This brutally designed Wargear rune allows the Farseer to siphon off her opponents soul with every hit. Each hit drains energy.


  • Requisition: 100
  • Power: 25
  • Tech Level: 2