HEROES ATLAS
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Heroes II · 66 ENTRIES

Creature catalogue · Heroes II

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

66 actual Heroes II creatures including upgrades and neutrals. Values and abilities follow the pinned fheroes2 revision; random editor placeholders are excluded. Prices are per creature, growth is the base weekly value, and combat stats exclude hero, artifact and spell bonuses.

Creature catalogue

66

Peasant — creature appearance in Heroes 2
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

Read Speed 2 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

Attack
1
Defense
1
Damage
1–1
Health
1
Speed
2
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 2
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

Read Speed 2 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

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

Cost per creature: 150 gold

Abilities and limitations

No additional special ability in the reference table.

Reference ↗

Ranger — creature appearance in Heroes 2
Source · Game artwork

Knight · Tier 2

Ranger

How to use this creature in practice

Ranged stack requiring usable line of sight

Ranger 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

Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Fires twice during a ranged action.
Attack
5
Defense
3
Damage
2–3
Health
10
Speed
4
Shots
24
Base weekly growth
8

Cost per creature: 200 gold

Abilities and limitations

  • Fires twice during a ranged action.

Reference ↗

Pikeman — creature appearance in Heroes 2
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

Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

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

Cost per creature: 200 gold

Abilities and limitations

No additional special ability in the reference table.

Reference ↗

Veteran Pikeman — creature appearance in Heroes 2
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Veteran 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

Read Speed 5 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

Attack
5
Defense
9
Damage
3–4
Health
20
Speed
5
Shots
0
Base weekly growth
5

Cost per creature: 250 gold

Abilities and limitations

No additional special ability in the reference table.

Reference ↗

Swordsman — creature appearance in Heroes 2
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

Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

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

Cost per creature: 250 gold

Abilities and limitations

No additional special ability in the reference table.

Reference ↗

Master Swordsman — creature appearance in Heroes 2
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Master 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

Read Speed 5 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

Attack
7
Defense
9
Damage
4–6
Health
30
Speed
5
Shots
0
Base weekly growth
4

Cost per creature: 300 gold

Abilities and limitations

No additional special ability in the reference table.

Reference ↗

Cavalry — creature appearance in Heroes 2
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

Read Speed 6 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Occupies two hexes; allow for its footprint when blocking or passing.
Attack
10
Defense
9
Damage
5–10
Health
30
Speed
6
Shots
0
Base weekly growth
3

Cost per creature: 300 gold

Abilities and limitations

  • Occupies two hexes; allow for its footprint when blocking or passing.

Reference ↗

Champion — creature appearance in Heroes 2
Source · Game artwork

Knight · Tier 5

Champion

How to use this creature in practice

Melee core and holding approaches

Champion 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

Read Speed 7 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Occupies two hexes; allow for its footprint when blocking or passing.
Attack
10
Defense
9
Damage
5–10
Health
40
Speed
7
Shots
0
Base weekly growth
3

Cost per creature: 375 gold

Abilities and limitations

  • Occupies two hexes; allow for its footprint when blocking or passing.

Reference ↗

Paladin — creature appearance in Heroes 2
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

Read Speed 5 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Makes a double melee attack. Retaliation may affect the second hit’s strength.
Attack
11
Defense
12
Damage
10–20
Health
50
Speed
5
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 ↗

Crusader — creature appearance in Heroes 2
Source · Game artwork

Knight · Tier 6

Crusader

How to use this creature in practice

Melee core and holding approaches

Crusader 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

Read Speed 6 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Makes a double melee attack. Retaliation may affect the second hit’s strength.
  • Deals double damage against undead.
Attack
11
Defense
12
Damage
10–20
Health
65
Speed
6
Shots
0
Base weekly growth
2

Cost per creature: 1000 gold

Abilities and limitations

  • Makes a double melee attack. Retaliation may affect the second hit’s strength.
  • Deals double damage against undead.
  • Immune to Curse.
  • Immune to Mass Curse.

Reference ↗

Goblin — creature appearance in Heroes 2
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

Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

Attack
3
Defense
1
Damage
1–2
Health
3
Speed
4
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 2
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

Read Speed 2 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

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

Cost per creature: 140 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 ↗

Orc Chief — creature appearance in Heroes 2
Source · Game artwork

How to use this creature in practice

Ranged stack requiring usable line of sight

Orc Chief 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

Read Speed 3 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

Attack
3
Defense
4
Damage
3–4
Health
15
Speed
3
Shots
16
Base weekly growth
8

Cost per creature: 175 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 ↗

Wolf — creature appearance in Heroes 2
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

Read Speed 6 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Occupies two hexes; allow for its footprint when blocking or passing.
  • Makes a double melee attack. Retaliation may affect the second hit’s strength.
Attack
6
Defense
2
Damage
3–5
Health
20
Speed
6
Shots
0
Base weekly growth
5

Cost per creature: 200 gold

Abilities and limitations

  • Occupies two hexes; allow for its footprint when blocking or passing.
  • Makes a double melee attack. Retaliation may affect the second hit’s strength.

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 ↗

Ogre — creature appearance in Heroes 2
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

Read Speed 2 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

Attack
9
Defense
5
Damage
4–6
Health
40
Speed
2
Shots
0
Base weekly growth
4

Cost per creature: 300 gold

Abilities and limitations

No additional special ability in the reference table.

Reference ↗

Ogre Lord — creature appearance in Heroes 2
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Ogre Lord 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

Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

Attack
9
Defense
5
Damage
5–7
Health
60
Speed
4
Shots
0
Base weekly growth
4

Cost per creature: 500 gold

Abilities and limitations

No additional special ability in the reference table.

Reference ↗

Troll — creature appearance in Heroes 2
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

Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Regenerates health during combat. Regeneration is separate from recruiting lost creatures.
Attack
10
Defense
5
Damage
5–7
Health
40
Speed
4
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 ↗

War Troll — creature appearance in Heroes 2
Source · Game artwork

How to use this creature in practice

Ranged stack requiring usable line of sight

War 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

Read Speed 5 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Regenerates health during combat. Regeneration is separate from recruiting lost creatures.
Attack
10
Defense
5
Damage
7–9
Health
40
Speed
5
Shots
16
Base weekly growth
3

Cost per creature: 700 gold

Abilities and limitations

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

Reference ↗

Cyclops — creature appearance in Heroes 2
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

Read Speed 5 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • 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
5
Shots
0
Base weekly growth
2

Cost per creature: 750 gold + 1 crystals

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 2
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

Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

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

Cost per creature: 50 gold

Abilities and limitations

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

Reference ↗

Dwarf — creature appearance in Heroes 2
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

Read Speed 2 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • 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
2
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 ↗

Battle Dwarf — creature appearance in Heroes 2
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Battle 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

Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

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

Cost per creature: 250 gold

Abilities and limitations

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

Reference ↗

Elf — creature appearance in Heroes 2
Source · Game artwork

Sorceress · Tier 3

Elf

How to use this creature in practice

Ranged stack requiring usable line of sight

Elf 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

Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Fires twice during a ranged action.
Attack
4
Defense
3
Damage
2–3
Health
15
Speed
4
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 ↗

Grand Elf — creature appearance in Heroes 2
Source · Game artwork

How to use this creature in practice

Ranged stack requiring usable line of sight

Grand Elf 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

Read Speed 6 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Fires twice during a ranged action.
Attack
5
Defense
5
Damage
2–3
Health
15
Speed
6
Shots
24
Base weekly growth
4

Cost per creature: 300 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 2
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

Read Speed 5 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

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

Cost per creature: 350 gold

Abilities and limitations

No additional special ability in the reference table.

Reference ↗

Greater Druid — creature appearance in Heroes 2
Source · Game artwork

How to use this creature in practice

Ranged stack requiring usable line of sight

Greater 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

Read Speed 6 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

Attack
7
Defense
7
Damage
5–8
Health
25
Speed
6
Shots
16
Base weekly growth
3

Cost per creature: 400 gold

Abilities and limitations

No additional special ability in the reference table.

Reference ↗

Unicorn — creature appearance in Heroes 2
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

Read Speed 5 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Occupies two hexes; allow for its footprint when blocking or passing.
  • 20% attack-triggered chance to apply Blind.
Attack
10
Defense
9
Damage
7–14
Health
40
Speed
5
Shots
0
Base weekly growth
2

Cost per creature: 500 gold

Abilities and limitations

  • Occupies two hexes; allow for its footprint when blocking or passing.
  • 20% attack-triggered chance to apply Blind.

Reference ↗

Phoenix — creature appearance in Heroes 2
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

Read Speed 7 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Occupies two hexes; allow for its footprint when blocking or passing.
  • Melee attack reaches two hexes in a line. Watch the stack behind the target.
Attack
12
Defense
10
Damage
20–40
Health
100
Speed
7
Shots
0
Base weekly growth
1

Cost per creature: 1500 gold + 1 mercury

Abilities and limitations

  • Occupies two hexes; allow for its footprint when blocking or passing.
  • Melee attack reaches two hexes in a line. Watch the stack behind the target.
  • Flying creature; can cross obstacles while moving.
  • Immune to elemental spells as classified in Heroes II. This does not imply immunity to every spell.

Reference ↗

Centaur — creature appearance in Heroes 2
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

Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Occupies two hexes; allow for its footprint when blocking or passing.
Attack
3
Defense
1
Damage
1–2
Health
5
Speed
4
Shots
8
Base weekly growth
8

Cost per creature: 60 gold

Abilities and limitations

  • Occupies two hexes; allow for its footprint when blocking or passing.

Reference ↗

Gargoyle — creature appearance in Heroes 2
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

Read Speed 6 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Flying creature; can cross obstacles while moving.
Attack
4
Defense
7
Damage
2–3
Health
15
Speed
6
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 2
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

Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Occupies two hexes; allow for its footprint when blocking or passing.
  • Flying creature; can cross obstacles while moving.
Attack
6
Defense
6
Damage
3–5
Health
25
Speed
4
Shots
0
Base weekly growth
4

Cost per creature: 300 gold

Abilities and limitations

  • Occupies two hexes; allow for its footprint when blocking or passing.
  • 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 2
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

Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

Attack
9
Defense
8
Damage
5–10
Health
35
Speed
4
Shots
0
Base weekly growth
3

Cost per creature: 400 gold

Abilities and limitations

No additional special ability in the reference table.

Reference ↗

Minotaur King — creature appearance in Heroes 2
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Minotaur King 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

Read Speed 6 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

Attack
9
Defense
8
Damage
5–10
Health
45
Speed
6
Shots
0
Base weekly growth
3

Cost per creature: 500 gold

Abilities and limitations

No additional special ability in the reference table.

Reference ↗

Hydra — creature appearance in Heroes 2
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

Read Speed 2 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Occupies two hexes; allow for its footprint when blocking or passing.
  • Attacks all adjacent enemy stacks. Consider the whole contact line when positioning.
Attack
8
Defense
9
Damage
6–12
Health
75
Speed
2
Shots
0
Base weekly growth
2

Cost per creature: 800 gold

Abilities and limitations

  • Occupies two hexes; allow for its footprint when blocking or passing.
  • Attacks all adjacent enemy stacks. Consider the whole contact line when positioning.
  • Its melee attack prevents enemy retaliation.

Reference ↗

Green Dragon — creature appearance in Heroes 2
Source · Game artwork

How to use this creature in practice

Mobile attacks and screening across obstacles

Green Dragon 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

Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Dragon creature. Specific magical protection and attacks are listed separately.
  • Occupies two hexes; allow for its footprint when blocking or passing.
Attack
12
Defense
12
Damage
25–50
Health
200
Speed
4
Shots
0
Base weekly growth
1

Cost per creature: 3000 gold + 1 sulfur

Abilities and limitations

  • Dragon creature. Specific magical protection and attacks are listed separately.
  • Occupies two hexes; allow for its footprint when blocking or passing.
  • Flying creature; can cross obstacles while moving.
  • Complete magic immunity, including friendly support spells.
  • Melee attack reaches two hexes in a line. Watch the stack behind the target.

Reference ↗

Red Dragon — creature appearance in Heroes 2
Source · Game artwork

How to use this creature in practice

Mobile attacks and screening across obstacles

Red Dragon 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

Read Speed 5 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Dragon creature. Specific magical protection and attacks are listed separately.
  • Occupies two hexes; allow for its footprint when blocking or passing.
Attack
13
Defense
13
Damage
25–50
Health
250
Speed
5
Shots
0
Base weekly growth
1

Cost per creature: 3500 gold + 1 sulfur

Abilities and limitations

  • Dragon creature. Specific magical protection and attacks are listed separately.
  • Occupies two hexes; allow for its footprint when blocking or passing.
  • Flying creature; can cross obstacles while moving.
  • Complete magic immunity, including friendly support spells.
  • Melee attack reaches two hexes in a line. Watch the stack behind the target.

Reference ↗

Black Dragon — creature appearance in Heroes 2
Source · Game artwork

How to use this creature in practice

Mobile attacks and screening across obstacles

Black Dragon 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

Read Speed 6 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Dragon creature. Specific magical protection and attacks are listed separately.
  • Occupies two hexes; allow for its footprint when blocking or passing.
Attack
14
Defense
14
Damage
25–50
Health
300
Speed
6
Shots
0
Base weekly growth
1

Cost per creature: 4000 gold + 2 sulfur

Abilities and limitations

  • Dragon creature. Specific magical protection and attacks are listed separately.
  • Occupies two hexes; allow for its footprint when blocking or passing.
  • Flying creature; can cross obstacles while moving.
  • Complete magic immunity, including friendly support spells.
  • Melee attack reaches two hexes in a line. Watch the stack behind the target.

Reference ↗

Halfling — creature appearance in Heroes 2
Source · Game artwork

Wizard · Tier 1

Halfling

How to use this creature in practice

Ranged stack requiring usable line of sight

Halfling 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

Read Speed 3 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

Attack
2
Defense
1
Damage
1–3
Health
3
Speed
3
Shots
12
Base weekly growth
8

Cost per creature: 50 gold

Abilities and limitations

No additional special ability in the reference table.

Reference ↗

Boar — creature appearance in Heroes 2
Source · Game artwork

Wizard · Tier 2

Boar

How to use this creature in practice

Melee core and holding approaches

Boar 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

Read Speed 6 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Occupies two hexes; allow for its footprint when blocking or passing.
Attack
5
Defense
4
Damage
2–3
Health
15
Speed
6
Shots
0
Base weekly growth
6

Cost per creature: 150 gold

Abilities and limitations

  • Occupies two hexes; allow for its footprint when blocking or passing.

Reference ↗

Iron Golem — creature appearance in Heroes 2
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Iron Golem 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

Read Speed 2 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Takes 50% of normal elemental-spell damage.
  • Takes 50% of normal damage from Armageddon.
Attack
5
Defense
10
Damage
4–5
Health
30
Speed
2
Shots
0
Base weekly growth
4

Cost per creature: 300 gold

Abilities and limitations

  • Takes 50% of normal elemental-spell damage.
  • Takes 50% of normal damage from Armageddon.

Reference ↗

Steel Golem — creature appearance in Heroes 2
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Steel Golem 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

Read Speed 3 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Takes 50% of normal elemental-spell damage.
  • Takes 50% of normal damage from Armageddon.
Attack
7
Defense
10
Damage
4–5
Health
35
Speed
3
Shots
0
Base weekly growth
4

Cost per creature: 350 gold

Abilities and limitations

  • Takes 50% of normal elemental-spell damage.
  • Takes 50% of normal damage from Armageddon.

Reference ↗

Roc — creature appearance in Heroes 2
Source · Game artwork

Wizard · Tier 4

Roc

How to use this creature in practice

Mobile attacks and screening across obstacles

Roc 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

Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Occupies two hexes; allow for its footprint when blocking or passing.
  • Flying creature; can cross obstacles while moving.
Attack
7
Defense
7
Damage
4–8
Health
40
Speed
4
Shots
0
Base weekly growth
3

Cost per creature: 400 gold

Abilities and limitations

  • Occupies two hexes; allow for its footprint when blocking or passing.
  • Flying creature; can cross obstacles while moving.

Reference ↗

Mage — creature appearance in Heroes 2
Source · Game artwork

Wizard · Tier 5

Mage

How to use this creature in practice

Ranged stack requiring usable line of sight

Mage 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

Read Speed 5 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • A shooter without the usual melee damage penalty.
Attack
11
Defense
7
Damage
7–9
Health
30
Speed
5
Shots
12
Base weekly growth
2

Cost per creature: 600 gold

Abilities and limitations

  • A shooter without the usual melee damage penalty.

Reference ↗

Archmage — creature appearance in Heroes 2
Source · Game artwork

Wizard · Tier 5

Archmage

How to use this creature in practice

Stack spellcasting or active support

Archmage 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

Read Speed 6 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • A shooter without the usual melee damage penalty.
  • 20% attack-triggered chance to apply Dispel to remove beneficial target spells.
Attack
12
Defense
8
Damage
7–9
Health
35
Speed
6
Shots
24
Base weekly growth
2

Cost per creature: 700 gold

Abilities and limitations

  • A shooter without the usual melee damage penalty.
  • 20% attack-triggered chance to apply Dispel to remove beneficial target spells.

Reference ↗

Giant — creature appearance in Heroes 2
Source · Game artwork

Wizard · Tier 6

Giant

How to use this creature in practice

Melee core and holding approaches

Giant 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

Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Immune to mind-affecting spells.
Attack
13
Defense
10
Damage
20–30
Health
150
Speed
4
Shots
0
Base weekly growth
1

Cost per creature: 2000 gold + 1 gems

Abilities and limitations

  • Immune to mind-affecting spells.

Reference ↗

Titan — creature appearance in Heroes 2
Source · Game artwork

Wizard · Tier 6

Titan

How to use this creature in practice

Ranged stack requiring usable line of sight

Titan 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

Read Speed 6 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • A shooter without the usual melee damage penalty.
  • Immune to mind-affecting spells.
Attack
15
Defense
15
Damage
20–30
Health
300
Speed
6
Shots
24
Base weekly growth
1

Cost per creature: 5000 gold + 2 gems

Abilities and limitations

  • A shooter without the usual melee damage penalty.
  • Immune to mind-affecting spells.

Reference ↗

Skeleton — creature appearance in Heroes 2
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Skeleton 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

Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Undead creature; follows undead rules rather than normal living-creature rules.
Attack
4
Defense
3
Damage
2–3
Health
4
Speed
4
Shots
0
Base weekly growth
8

Cost per creature: 75 gold

Abilities and limitations

  • Undead creature; follows undead rules rather than normal living-creature rules.

Reference ↗

Zombie — creature appearance in Heroes 2
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Zombie 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

Read Speed 2 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Undead creature; follows undead rules rather than normal living-creature rules.
Attack
5
Defense
2
Damage
2–3
Health
15
Speed
2
Shots
0
Base weekly growth
6

Cost per creature: 150 gold

Abilities and limitations

  • Undead creature; follows undead rules rather than normal living-creature rules.

Reference ↗

Mutant Zombie — creature appearance in Heroes 2
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Mutant Zombie 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

Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Undead creature; follows undead rules rather than normal living-creature rules.
Attack
5
Defense
2
Damage
2–3
Health
20
Speed
4
Shots
0
Base weekly growth
6

Cost per creature: 200 gold

Abilities and limitations

  • Undead creature; follows undead rules rather than normal living-creature rules.

Reference ↗

Mummy — creature appearance in Heroes 2
Source · Game artwork

How to use this creature in practice

Stack spellcasting or active support

Mummy: 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

Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Undead creature; follows undead rules rather than normal living-creature rules.
  • 20% attack-triggered chance to apply Curse.
Attack
6
Defense
6
Damage
3–4
Health
25
Speed
4
Shots
0
Base weekly growth
4

Cost per creature: 250 gold

Abilities and limitations

  • Undead creature; follows undead rules rather than normal living-creature rules.
  • 20% attack-triggered chance to apply Curse.

Reference ↗

Royal Mummy — creature appearance in Heroes 2
Source · Game artwork

How to use this creature in practice

Stack spellcasting or active support

Royal Mummy: 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

Read Speed 5 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Undead creature; follows undead rules rather than normal living-creature rules.
  • 30% attack-triggered chance to apply Curse.
Attack
6
Defense
6
Damage
3–4
Health
30
Speed
5
Shots
0
Base weekly growth
4

Cost per creature: 300 gold

Abilities and limitations

  • Undead creature; follows undead rules rather than normal living-creature rules.
  • 30% attack-triggered chance to apply Curse.

Reference ↗

Vampire — creature appearance in Heroes 2
Source · Game artwork

How to use this creature in practice

Melee strikes limiting the reply

Vampire 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

Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Undead creature; follows undead rules rather than normal living-creature rules.
  • Flying creature; can cross obstacles while moving.
Attack
8
Defense
6
Damage
5–7
Health
30
Speed
4
Shots
0
Base weekly growth
3

Cost per creature: 500 gold

Abilities and limitations

  • Undead creature; follows undead rules rather than normal living-creature rules.
  • Flying creature; can cross obstacles while moving.
  • Its melee attack prevents enemy retaliation.

Reference ↗

Vampire Lord — creature appearance in Heroes 2
Source · Game artwork

How to use this creature in practice

Melee strikes limiting the reply

Vampire Lord 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

Read Speed 5 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Undead creature; follows undead rules rather than normal living-creature rules.
  • Flying creature; can cross obstacles while moving.
Attack
8
Defense
6
Damage
5–7
Health
40
Speed
5
Shots
0
Base weekly growth
3

Cost per creature: 650 gold

Abilities and limitations

  • Undead creature; follows undead rules rather than normal living-creature rules.
  • Flying creature; can cross obstacles while moving.
  • Its melee attack prevents enemy retaliation.
  • Drains the attacked stack to restore its own stack. Target immunities can limit its use.

Reference ↗

Lich — creature appearance in Heroes 2
Source · Game artwork

Necromancer · Tier 5

Lich

How to use this creature in practice

Ranged stack requiring usable line of sight

Lich 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

Read Speed 5 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Undead creature; follows undead rules rather than normal living-creature rules.
  • The shot creates a cloud affecting the target’s surroundings. Check adjacent stacks and their immunities.
Attack
7
Defense
12
Damage
8–10
Health
25
Speed
5
Shots
12
Base weekly growth
2

Cost per creature: 750 gold

Abilities and limitations

  • Undead creature; follows undead rules rather than normal living-creature rules.
  • The shot creates a cloud affecting the target’s surroundings. Check adjacent stacks and their immunities.

Reference ↗

Power Lich — creature appearance in Heroes 2
Source · Game artwork

How to use this creature in practice

Ranged stack requiring usable line of sight

Power Lich 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

Read Speed 6 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Undead creature; follows undead rules rather than normal living-creature rules.
  • The shot creates a cloud affecting the target’s surroundings. Check adjacent stacks and their immunities.
Attack
7
Defense
13
Damage
8–10
Health
35
Speed
6
Shots
24
Base weekly growth
2

Cost per creature: 900 gold

Abilities and limitations

  • Undead creature; follows undead rules rather than normal living-creature rules.
  • The shot creates a cloud affecting the target’s surroundings. Check adjacent stacks and their immunities.

Reference ↗

Bone Dragon — creature appearance in Heroes 2
Source · Game artwork

How to use this creature in practice

Mobile attacks and screening across obstacles

Bone Dragon 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

Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Undead creature; follows undead rules rather than normal living-creature rules.
  • Dragon creature. Specific magical protection and attacks are listed separately.
Attack
11
Defense
9
Damage
25–45
Health
150
Speed
4
Shots
0
Base weekly growth
1

Cost per creature: 1500 gold

Abilities and limitations

  • Undead creature; follows undead rules rather than normal living-creature rules.
  • Dragon creature. Specific magical protection and attacks are listed separately.
  • Occupies two hexes; allow for its footprint when blocking or passing.
  • Flying creature; can cross obstacles while moving.
  • Reduces enemy Morale by 1.

Reference ↗

Rogue — creature appearance in Heroes 2
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

Read Speed 5 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Its melee attack prevents enemy retaliation.
Attack
6
Defense
1
Damage
1–2
Health
4
Speed
5
Shots
0
Base weekly growth
8

Cost per creature: 50 gold

Abilities and limitations

  • Its melee attack prevents enemy retaliation.

Reference ↗

Nomad — creature appearance in Heroes 2
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

Read Speed 6 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Occupies two hexes; allow for its footprint when blocking or passing.
Attack
7
Defense
6
Damage
2–5
Health
20
Speed
6
Shots
0
Base weekly growth
4

Cost per creature: 200 gold

Abilities and limitations

  • Occupies two hexes; allow for its footprint when blocking or passing.

Reference ↗

Ghost — creature appearance in Heroes 2
Source · Game artwork

How to use this creature in practice

Mobile attacks and screening across obstacles

Deny useful Ghost actions and focus damage on them. Sacrificing a large cheap stack can increase their numbers and make the rest of combat more expensive.

Watch for: Initial stats do not describe the stack after gaining kills. Acquisition and creation depend on the actual map.

Timing, specific abilities and the follow-up plan

Read Speed 5 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Killed enemies can increase the Ghost stack. Losing a large cheap stack may greatly strengthen the enemy.
  • Flying creature; can cross obstacles while moving.
Attack
8
Defense
7
Damage
4–6
Health
20
Speed
5
Shots
0
Base weekly growth
3

Cost per creature: 1000 gold

Abilities and limitations

  • Killed enemies can increase the Ghost stack. Losing a large cheap stack may greatly strengthen the enemy.
  • Flying creature; can cross obstacles while moving.
  • Undead creature; follows undead rules rather than normal living-creature rules.

Reference ↗

Genie — creature appearance in Heroes 2
Source · Game artwork

How to use this creature in practice

Mobile attacks and screening across obstacles

Potential target halving is useful against a large eligible stack. Still choose an attack whose ordinary exchange is acceptable without the trigger.

Watch for: Halving is not guaranteed on every hit and is not Heroes III Master Genie support casting. Actual outcomes and stack survival matter.

Timing, specific abilities and the follow-up plan

Read Speed 6 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • 10% chance to halve the attacked enemy stack.
  • Flying creature; can cross obstacles while moving.
Attack
10
Defense
9
Damage
20–30
Health
50
Speed
6
Shots
0
Base weekly growth
2

Cost per creature: 650 gold + 1 gems

Abilities and limitations

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

Reference ↗

Medusa — creature appearance in Heroes 2
Source · Game artwork

How to use this creature in practice

Stack spellcasting or active support

Medusa: 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

Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Occupies two hexes; allow for its footprint when blocking or passing.
  • 20% attack-triggered chance to apply Petrify.
Attack
8
Defense
9
Damage
6–10
Health
35
Speed
4
Shots
0
Base weekly growth
5

Cost per creature: 500 gold

Abilities and limitations

  • Occupies two hexes; allow for its footprint when blocking or passing.
  • 20% attack-triggered chance to apply Petrify.

Reference ↗

Earth Elemental — creature appearance in Heroes 2
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Earth Elemental 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

Read Speed 3 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Elemental unaffected by Morale. Element-specific immunities and weaknesses are listed separately.
  • Earth elemental creature.
Attack
8
Defense
8
Damage
4–5
Health
50
Speed
3
Shots
0
Base weekly growth
4

Cost per creature: 500 gold

Abilities and limitations

  • Elemental unaffected by Morale. Element-specific immunities and weaknesses are listed separately.
  • Earth elemental creature.
  • Immune to Chain Lightning.
  • Immune to Elemental Storm.
  • Immune to Lightning Bolt.
  • Meteor Shower deals 200% of normal damage.
  • Takes double damage from air creatures.

Reference ↗

Air Elemental — creature appearance in Heroes 2
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Air Elemental 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

Read Speed 6 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Elemental unaffected by Morale. Element-specific immunities and weaknesses are listed separately.
  • Air elemental creature.
Attack
7
Defense
7
Damage
2–8
Health
35
Speed
6
Shots
0
Base weekly growth
4

Cost per creature: 500 gold

Abilities and limitations

  • Elemental unaffected by Morale. Element-specific immunities and weaknesses are listed separately.
  • Air elemental creature.
  • Immune to Meteor Shower.
  • Chain Lightning deals 200% of normal damage.
  • Elemental Storm deals 200% of normal damage.
  • Lightning Bolt deals 200% of normal damage.
  • Takes double damage from earth creatures.

Reference ↗

Fire Elemental — creature appearance in Heroes 2
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Fire Elemental 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

Read Speed 5 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Elemental unaffected by Morale. Element-specific immunities and weaknesses are listed separately.
  • Fire elemental creature.
Attack
8
Defense
6
Damage
4–6
Health
40
Speed
5
Shots
0
Base weekly growth
4

Cost per creature: 500 gold

Abilities and limitations

  • Elemental unaffected by Morale. Element-specific immunities and weaknesses are listed separately.
  • Fire elemental creature.
  • Immune to fire spells.
  • Cold spells deal double damage.
  • Takes double damage from water creatures.

Reference ↗

Water Elemental — creature appearance in Heroes 2
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Water Elemental 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

Read Speed 4 under Heroes II rules. Map the enemy’s next action before approaching; skipping a turn is not Heroes III’s Wait.

  • Elemental unaffected by Morale. Element-specific immunities and weaknesses are listed separately.
  • Water elemental creature.
Attack
6
Defense
8
Damage
3–7
Health
45
Speed
4
Shots
0
Base weekly growth
4

Cost per creature: 500 gold

Abilities and limitations

  • Elemental unaffected by Morale. Element-specific immunities and weaknesses are listed separately.
  • Water elemental creature.
  • Immune to cold spells.
  • Fire spells deal double damage.
  • Takes double damage from fire creatures.

Reference ↗

Comparing entries

66 actual Heroes II creatures including upgrades and neutrals. Values and abilities follow the pinned fheroes2 revision; random editor placeholders are excluded. Prices are per creature, growth is the base weekly value, and combat stats exclude hero, artifact and spell bonuses.

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 →