HEROES ATLAS
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Heroes I · 28 ENTRIES

Creature catalogue · Heroes I

Combat stats, recruitment costs and explanations of special abilities. Browse by town, with all entries available without JavaScript.

28 PC Heroes I creatures from the original manual, pages 80–88. Base combat stats without hero or spell bonuses, base weekly growth and per-creature costs. Speed retains Slow / Medium / Fast categories. Abilities follow the manual’s listed rules. Neutral growth is not stated, and Ghost cannot be recruited normally.

Creature catalogue

28

Peasant — creature appearance in Heroes 1
Source · Game artwork

Knight · Tier 1

Peasant

How to use this creature in practice

Melee core and holding approaches

Peasant should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.

Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.

Timing, specific abilities and the follow-up plan

The Speed category “Slow” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.

Attack
1
Defense
1
Damage
1–1
Health
1
Speed
Slow
Shots
0
Base weekly growth
12

Cost per creature: 20 gold

Abilities and limitations

No additional special ability in the reference table.

Reference ↗

Archer — creature appearance in Heroes 1
Source · Game artwork

Knight · Tier 2

Archer

How to use this creature in practice

Ranged stack requiring usable line of sight

Archer needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

The Speed category “Slow” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.

Attack
5
Defense
3
Damage
2–3
Health
10
Speed
Slow
Shots
12
Base weekly growth
8

Cost per creature: 150 gold

Abilities and limitations

No additional special ability in the reference table.

Heroes connected to this creature

Example in a tactical plan (1)

The creature is an example in our specific plan; this does not establish ownership or a starting army.

Reference ↗

Pikeman — creature appearance in Heroes 1
Source · Game artwork

Knight · Tier 3

Pikeman

How to use this creature in practice

Melee core and holding approaches

Pikeman should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.

Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.

Timing, specific abilities and the follow-up plan

The Speed category “Medium” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.

Attack
5
Defense
9
Damage
3–4
Health
15
Speed
Medium
Shots
0
Base weekly growth
5

Cost per creature: 200 gold

Abilities and limitations

No additional special ability in the reference table.

Heroes connected to this creature

Example in a tactical plan (1)

The creature is an example in our specific plan; this does not establish ownership or a starting army.

Reference ↗

Swordsman — creature appearance in Heroes 1
Source · Game artwork

Knight · Tier 4

Swordsman

How to use this creature in practice

Melee core and holding approaches

Swordsman should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.

Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.

Timing, specific abilities and the follow-up plan

The Speed category “Medium” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.

Attack
7
Defense
9
Damage
4–6
Health
25
Speed
Medium
Shots
0
Base weekly growth
4

Cost per creature: 250 gold

Abilities and limitations

No additional special ability in the reference table.

Reference ↗

Cavalry — creature appearance in Heroes 1
Source · Game artwork

Knight · Tier 5

Cavalry

How to use this creature in practice

Melee core and holding approaches

Cavalry should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.

Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.

Timing, specific abilities and the follow-up plan

The Speed category “Fast” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.

Attack
10
Defense
9
Damage
5–10
Health
30
Speed
Fast
Shots
0
Base weekly growth
3

Cost per creature: 300 gold

Abilities and limitations

No additional special ability in the reference table.

Reference ↗

Paladin — creature appearance in Heroes 1
Source · Game artwork

Knight · Tier 6

Paladin

How to use this creature in practice

Melee core and holding approaches

Paladin should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.

Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.

Timing, specific abilities and the follow-up plan

The Speed category “Fast” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.

  • Makes a double melee attack. Retaliation may affect the second hit’s strength.
Attack
11
Defense
12
Damage
10–20
Health
50
Speed
Fast
Shots
0
Base weekly growth
2

Cost per creature: 600 gold

Abilities and limitations

  • Makes a double melee attack. Retaliation may affect the second hit’s strength.

Reference ↗

Goblin — creature appearance in Heroes 1
Source · Game artwork

Barbarian · Tier 1

Goblin

How to use this creature in practice

Melee core and holding approaches

Goblin should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.

Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.

Timing, specific abilities and the follow-up plan

The Speed category “Medium” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.

Attack
3
Defense
1
Damage
1–2
Health
3
Speed
Medium
Shots
0
Base weekly growth
10

Cost per creature: 40 gold

Abilities and limitations

No additional special ability in the reference table.

Reference ↗

Orc — creature appearance in Heroes 1
Source · Game artwork

Barbarian · Tier 2

Orc

How to use this creature in practice

Ranged stack requiring usable line of sight

Orc needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

The Speed category “Slow” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.

Attack
3
Defense
4
Damage
2–3
Health
10
Speed
Slow
Shots
8
Base weekly growth
8

Cost per creature: 140 gold

Abilities and limitations

No additional special ability in the reference table.

Reference ↗

Wolf — creature appearance in Heroes 1
Source · Game artwork

Barbarian · Tier 3

Wolf

How to use this creature in practice

Melee core and holding approaches

Wolf should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.

Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.

Timing, specific abilities and the follow-up plan

The Speed category “Fast” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.

  • Makes a double melee attack. Retaliation may affect the second hit’s strength.
Attack
6
Defense
2
Damage
3–5
Health
20
Speed
Fast
Shots
0
Base weekly growth
5

Cost per creature: 200 gold

Abilities and limitations

  • Makes a double melee attack. Retaliation may affect the second hit’s strength.

Reference ↗

Ogre — creature appearance in Heroes 1
Source · Game artwork

Barbarian · Tier 4

Ogre

How to use this creature in practice

Melee core and holding approaches

Ogre should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.

Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.

Timing, specific abilities and the follow-up plan

The Speed category “Slow” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.

Attack
9
Defense
5
Damage
4–6
Health
40
Speed
Slow
Shots
0
Base weekly growth
4

Cost per creature: 300 gold

Abilities and limitations

No additional special ability in the reference table.

Reference ↗

Troll — creature appearance in Heroes 1
Source · Game artwork

Barbarian · Tier 5

Troll

How to use this creature in practice

Ranged stack requiring usable line of sight

Troll needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

The Speed category “Medium” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.

  • Regenerates health during combat. Regeneration is separate from recruiting lost creatures.
Attack
10
Defense
5
Damage
5–7
Health
40
Speed
Medium
Shots
8
Base weekly growth
3

Cost per creature: 600 gold

Abilities and limitations

  • Regenerates health during combat. Regeneration is separate from recruiting lost creatures.

Reference ↗

Cyclops — creature appearance in Heroes 1
Source · Game artwork

How to use this creature in practice

Stack spellcasting or active support

Cyclops: before activating, compare immediate damage with support or control from its actual ability pool. Choose an eligible target and an opportunity to exploit the effect in subsequent actions.

Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.

Timing, specific abilities and the follow-up plan

The Speed category “Medium” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.

  • Melee attack reaches two hexes in a line. Watch the stack behind the target.
  • 20% attack-triggered chance to apply Paralyze.
Attack
12
Defense
9
Damage
12–24
Health
80
Speed
Medium
Shots
0
Base weekly growth
2

Cost per creature: 750 gold

Abilities and limitations

  • Melee attack reaches two hexes in a line. Watch the stack behind the target.
  • 20% attack-triggered chance to apply Paralyze.

Reference ↗

Sprite — creature appearance in Heroes 1
Source · Game artwork

Sorceress · Tier 1

Sprite

How to use this creature in practice

Melee strikes limiting the reply

Sprite can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.

Watch for: Limiting retaliation during your attack does not cancel the enemy’s next turn. Check the specific trait, area responses and ending position.

Timing, specific abilities and the follow-up plan

The Speed category “Medium” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.

  • Flying creature; can cross obstacles while moving.
  • Its melee attack prevents enemy retaliation.
Attack
4
Defense
2
Damage
1–2
Health
2
Speed
Medium
Shots
0
Base weekly growth
8

Cost per creature: 50 gold

Abilities and limitations

  • Flying creature; can cross obstacles while moving.
  • Its melee attack prevents enemy retaliation.

Reference ↗

Dwarf — creature appearance in Heroes 1
Source · Game artwork

Sorceress · Tier 2

Dwarf

How to use this creature in practice

Melee core and holding approaches

Dwarf should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.

Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.

Timing, specific abilities and the follow-up plan

The Speed category “Slow” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.

  • 25% chance to resist a hostile spell; this is not the same percentage of damage reduction.
Attack
6
Defense
5
Damage
2–4
Health
20
Speed
Slow
Shots
0
Base weekly growth
6

Cost per creature: 200 gold

Abilities and limitations

  • 25% chance to resist a hostile spell; this is not the same percentage of damage reduction.

Heroes connected to this creature

Example in a tactical plan (1)

The creature is an example in our specific plan; this does not establish ownership or a starting army.

Reference ↗

Elf — creature appearance in Heroes 1
Source · Game artwork

Sorceress · Tier 3

Elf

How to use this creature in practice

Ranged stack requiring usable line of sight

Use double shooting from cover so Elves need not spend an action escaping. Before battle compare prepared Bless supplies with the stack’s Damage range.

Watch for: Heroes I heroes do not cast from a shared mana pool. Two shots do not help if enemies remove the Elves before their action.

Timing, specific abilities and the follow-up plan

The Speed category “Medium” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.

  • Fires twice during a ranged action.
Attack
4
Defense
3
Damage
2–3
Health
15
Speed
Medium
Shots
24
Base weekly growth
4

Cost per creature: 250 gold

Abilities and limitations

  • Fires twice during a ranged action.

Heroes connected to this creature

Example in a tactical plan (1)

The creature is an example in our specific plan; this does not establish ownership or a starting army.

Reference ↗

Druid — creature appearance in Heroes 1
Source · Game artwork

Sorceress · Tier 4

Druid

How to use this creature in practice

Ranged stack requiring usable line of sight

Druid needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

The Speed category “Fast” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.

Attack
7
Defense
5
Damage
5–8
Health
25
Speed
Fast
Shots
8
Base weekly growth
3

Cost per creature: 350 gold

Abilities and limitations

No additional special ability in the reference table.

Reference ↗

Unicorn — creature appearance in Heroes 1
Source · Game artwork

How to use this creature in practice

Stack spellcasting or active support

Unicorn: before activating, compare immediate damage with support or control from its actual ability pool. Choose an eligible target and an opportunity to exploit the effect in subsequent actions.

Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.

Timing, specific abilities and the follow-up plan

The Speed category “Medium” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.

  • 20% attack-triggered chance to apply Blind.
Attack
10
Defense
9
Damage
7–14
Health
40
Speed
Medium
Shots
0
Base weekly growth
2

Cost per creature: 500 gold

Abilities and limitations

  • 20% attack-triggered chance to apply Blind.

Reference ↗

Phoenix — creature appearance in Heroes 1
Source · Game artwork

How to use this creature in practice

Mobile attacks and screening across obstacles

Phoenix can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.

Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.

Timing, specific abilities and the follow-up plan

The Speed category “Fast” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.

  • Flying creature; can cross obstacles while moving.
  • Melee attack reaches two hexes in a line. Watch the stack behind the target.
Attack
12
Defense
10
Damage
20–40
Health
100
Speed
Fast
Shots
0
Base weekly growth
1

Cost per creature: 1500 gold + 1 mercury

Abilities and limitations

  • Flying creature; can cross obstacles while moving.
  • Melee attack reaches two hexes in a line. Watch the stack behind the target.

Reference ↗

Centaur — creature appearance in Heroes 1
Source · Game artwork

Warlock · Tier 1

Centaur

How to use this creature in practice

Ranged stack requiring usable line of sight

Centaur needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

The Speed category “Medium” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.

Attack
3
Defense
1
Damage
1–2
Health
5
Speed
Medium
Shots
8
Base weekly growth
8

Cost per creature: 60 gold

Abilities and limitations

No additional special ability in the reference table.

Reference ↗

Gargoyle — creature appearance in Heroes 1
Source · Game artwork

Warlock · Tier 2

Gargoyle

How to use this creature in practice

Mobile attacks and screening across obstacles

Gargoyle can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.

Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.

Timing, specific abilities and the follow-up plan

The Speed category “Fast” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.

  • Flying creature; can cross obstacles while moving.
Attack
4
Defense
7
Damage
2–3
Health
15
Speed
Fast
Shots
0
Base weekly growth
6

Cost per creature: 200 gold

Abilities and limitations

  • Flying creature; can cross obstacles while moving.

Reference ↗

Griffin — creature appearance in Heroes 1
Source · Game artwork

Warlock · Tier 3

Griffin

How to use this creature in practice

Mobile attacks and screening across obstacles

Griffin can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.

Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.

Timing, specific abilities and the follow-up plan

The Speed category “Medium” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.

  • Flying creature; can cross obstacles while moving.
  • Retaliations are not limited to one per round. Drawing the first retaliation does not make the next attack safe.
Attack
6
Defense
6
Damage
3–5
Health
25
Speed
Medium
Shots
0
Base weekly growth
4

Cost per creature: 300 gold

Abilities and limitations

  • Flying creature; can cross obstacles while moving.
  • Retaliations are not limited to one per round. Drawing the first retaliation does not make the next attack safe.

Reference ↗

Minotaur — creature appearance in Heroes 1
Source · Game artwork

Warlock · Tier 4

Minotaur

How to use this creature in practice

Melee core and holding approaches

Minotaur should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.

Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.

Timing, specific abilities and the follow-up plan

The Speed category “Medium” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.

Attack
9
Defense
8
Damage
5–10
Health
35
Speed
Medium
Shots
0
Base weekly growth
3

Cost per creature: 400 gold

Abilities and limitations

No additional special ability in the reference table.

Reference ↗

Hydra — creature appearance in Heroes 1
Source · Game artwork

Warlock · Tier 5

Hydra

How to use this creature in practice

Melee strikes limiting the reply

Hydra should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.

Watch for: Limiting retaliation during your attack does not cancel the enemy’s next turn. Check the specific trait, area responses and ending position.

Timing, specific abilities and the follow-up plan

The Speed category “Slow” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.

  • Attacks all adjacent enemy stacks. Consider the whole contact line when positioning.
  • Its melee attack prevents enemy retaliation.
Attack
8
Defense
9
Damage
6–12
Health
75
Speed
Slow
Shots
0
Base weekly growth
2

Cost per creature: 800 gold

Abilities and limitations

  • Attacks all adjacent enemy stacks. Consider the whole contact line when positioning.
  • Its melee attack prevents enemy retaliation.

Reference ↗

Dragon — creature appearance in Heroes 1
Source · Game artwork

Warlock · Tier 6

Dragon

How to use this creature in practice

Mobile attacks and screening across obstacles

Use flight to find a valid breath line and check both affected stacks. Exploit complete spell immunity against enemy spells while planning without friendly buffs on the Dragon.

Watch for: A friendly creature behind the target can be hit. Immunity does not block ordinary physical attacks and also blocks friendly magic.

Timing, specific abilities and the follow-up plan

The Speed category “Medium” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.

  • Flying creature; can cross obstacles while moving.
  • Melee attack reaches two hexes in a line. Watch the stack behind the target.
Attack
12
Defense
12
Damage
25–50
Health
200
Speed
Medium
Shots
0
Base weekly growth
1

Cost per creature: 3000 gold + 1 sulfur

Abilities and limitations

  • Flying creature; can cross obstacles while moving.
  • Melee attack reaches two hexes in a line. Watch the stack behind the target.
  • Complete magic immunity, including friendly support spells.

Reference ↗

Rogue — creature appearance in Heroes 1
Source · Game artwork

How to use this creature in practice

Melee strikes limiting the reply

Rogue should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.

Watch for: Limiting retaliation during your attack does not cancel the enemy’s next turn. Check the specific trait, area responses and ending position.

Timing, specific abilities and the follow-up plan

The Speed category “Fast” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.

  • Its melee attack prevents enemy retaliation.
Attack
6
Defense
1
Damage
1–2
Health
4
Speed
Fast
Shots
0
Base weekly growth
Not stated

Cost per creature: 50 gold

Abilities and limitations

  • Its melee attack prevents enemy retaliation.

Reference ↗

Nomad — creature appearance in Heroes 1
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Nomad should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.

Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.

Timing, specific abilities and the follow-up plan

The Speed category “Fast” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.

Attack
7
Defense
6
Damage
2–5
Health
20
Speed
Fast
Shots
0
Base weekly growth
Not stated

Cost per creature: 200 gold

Abilities and limitations

No additional special ability in the reference table.

Reference ↗

Genie — creature appearance in Heroes 1
Source · Game artwork

How to use this creature in practice

Mobile attacks and screening across obstacles

Genie can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.

Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.

Timing, specific abilities and the follow-up plan

The Speed category “Fast” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.

  • Flying creature; can cross obstacles while moving.
  • 10% chance to halve the attacked enemy stack.
Attack
10
Defense
9
Damage
20–30
Health
50
Speed
Fast
Shots
0
Base weekly growth
Not stated

Cost per creature: 650 gold + 1 gems

Abilities and limitations

  • Flying creature; can cross obstacles while moving.
  • 10% chance to halve the attacked enemy stack.

Reference ↗

Ghost — creature appearance in Heroes 1
Source · Game artwork

How to use this creature in practice

Mobile attacks and screening across obstacles

Do not judge Ghosts only by initial size. Killed enemies can enlarge their stack, so avoid feeding them a large weak army.

Watch for: Heroes I Ghosts do not use Heroes IV Aging or Heroes V’s different defensive rules. Ordinary recruitment is unavailable here.

Timing, specific abilities and the follow-up plan

The Speed category “Medium” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.

  • Flying creature; can cross obstacles while moving.
  • Killed enemies can increase the Ghost stack. Losing a large cheap stack may greatly strengthen the enemy.
Attack
8
Defense
7
Damage
4–6
Health
20
Speed
Medium
Shots
0
Base weekly growth
Not stated

Cost per creature: Cannot be recruited normally

Abilities and limitations

  • Flying creature; can cross obstacles while moving.
  • Killed enemies can increase the Ghost stack. Losing a large cheap stack may greatly strengthen the enemy.

Reference ↗

Comparing entries

28 PC Heroes I creatures from the original manual, pages 80–88. Base combat stats without hero or spell bonuses, base weekly growth and per-creature costs. Speed retains Slow / Medium / Fast categories. Abilities follow the manual’s listed rules. Neutral growth is not stated, and Ghost cannot be recruited normally.

Resource costs are part of recruitment. For an entire stack, multiply every component, not just gold. Base growth excludes additional town, map and hero bonuses. Zero shots means no regular ranged attack; the creature can still have spells or other active abilities.

Battle plans →