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.
These values multiply every resource in the undiscounted reference price and full base health. Hero, equipment, spell, price and growth modifiers are excluded. This is neither final damage or battle survival nor a guarantee that the listed number is available to recruit.
Cyclops · reference values before bonuses
Creatures
Total cost
Base health
1
750 gold
1 crystals
80
5
3,750 gold
5 crystals
400
10
7,500 gold
10 crystals
800
Reading this profile correctly
Numbers and abilities use the stated pinned fheroes2 revision. Rules do not automatically match Heroes III or every historical DOS version.
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.
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.