Crazy Horse
Crazy Horse is a Lakota campaign hero from The WarChiefs, also represented in Scenario Editor content. In the Definitive Edition version of Act II: Shadow, Uncle Frank replaces him in the campaign, so the Crazy Horse profile should not be treated as the current campaign roster. His unit data combines a 20% speed aura, treasure-guardian conversion, area attacks, healing and a collapse-and-revival rule.

Recorded values
- Durability & mobility
- 1,000 hit points · 10% ranged resistance · 8.1 speed · 18 line of sight
- Hand attack
- 6 damage · 1.5 attack interval · bonuses: x3.0 vs. Treasure guardian; x0.25 vs. Villager
- Siege attack
- 15 damage · 6 range · 3.0 attack interval
- Ability
- Increases the speed of friendly units in a radius of 24 by 20%; Claims treasures; Builds Town Centers and Trading Posts; Regeneration
Role, availability & values
Crazy Horse has 1,000 hit points, 10% ranged resistance and 8.1 speed. Nearby friendly units within radius 24 move 20% faster. Nature Friendship converts a Treasure guardian in four seconds and has a 90-second cooldown. Swashbuckler Attack deals 50 damage to its target and nearby enemies within radius three, with a 90-second cooldown. Heal Injured Units restores 400 hit points to friendly units within radius 10 of the target location every 120 seconds. After 3.5 seconds idle, he regenerates 0.25% of his hit points per second. At zero hit points he collapses and can be revived by a nearby friendly unit or building after reaching 100 hit points. If reduced to zero hit points, it collapses rather than dying; after regenerating 100 hit points, a friendly unit or building nearby can revive it.
Matchup & timing
Keep Crazy Horse close enough for the speed aura to help the force rotate, pursue or withdraw, and use his high movement speed for scouting and treasure control. Nature Friendship can convert a guardian rather than spending time and health to defeat it; Swashbuckler Attack and healing are cooldown abilities, so time them for a group engagement or to preserve injured allies. If he collapses, guard the recovery area until he can be revived. Check the edition: Uncle Frank replaces him in the Definitive Edition campaign version of Act II: Shadow.
Move the army with the speed aura
The 20% speed bonus applies to friendly units within radius 24. Keep Crazy Horse near the formation when repositioning, chasing or retreating so slower units can benefit too. His own 8.1 speed allows him to scout ahead, but moving too far from the army removes the aura from the units that need it. The hand attack is only six base damage, so his value is command and support rather than sustained melee damage.
Convert a guardian or clear a group with cooldown abilities
Nature Friendship converts one Treasure guardian in four seconds and can be used again after 90 seconds. Swashbuckler Attack deals 50 damage to the target and enemies within a radius of three, with the normal guardian and Villager multipliers applying; it also has a 90-second cooldown. Heal Injured Units restores 400 hit points to allies in radius 10 around the target location, on a 120-second cooldown. Use these abilities deliberately rather than treating them as continuous attacks or healing.
Collapse, recovery and the Definitive Edition campaign change
When Crazy Horse reaches zero hit points he collapses instead of dying. A friendly unit or building must remain nearby until he regenerates at least 100 hit points, so protect the recovery area rather than abandoning him. In Definitive Edition’s Act II: Shadow campaign, the story uses Uncle Frank in his place; Crazy Horse remains a separate unit profile for older campaign material and Scenario Editor content.