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.
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.
Ogre Lord · reference values before bonuses
Creatures
Total cost
Base health
1
500 gold
60
5
2,500 gold
300
10
5,000 gold
600
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.