Combat stats, recruitment costs and explanations of special abilities. Browse by town, with all entries available without JavaScript.
141 Heroes III Complete / The Shadow of Death creatures: 126 town forms across nine factions and 15 neutrals. The Heroes 3 Wiki stat table is pinned to revision 194544; HotA branches and balance changes are removed. Abilities additionally identify the pinned VCMI reference; its internal identifiers are not blindly used as game names. War machines, siege towers and random editor placeholders are outside this creature count. Growth is the base weekly figure; costs are per creature and stats exclude hero, town and spell bonuses.
Creature catalogue
141
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Screen Marksmen and hold narrow passages. Against Cavaliers account for Jousting immunity; their ordinary hit still needs to be survived.
Watch for: Do not send infantry chasing distant shooters. A Halberdier is not just a renamed Pikeman: compare its actual stats.
Timing, specific abilities and the follow-up plan
Speed 4 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Charge immunity: Stops the attacker’s Jousting damage bonus against this creature, while leaving the ordinary attack damage intact.
Example for 10 creatures: 10–30 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Screen Marksmen and hold narrow passages. Against Cavaliers account for Jousting immunity; their ordinary hit still needs to be survived.
Watch for: Do not send infantry chasing distant shooters. A Halberdier is not just a renamed Pikeman: compare its actual stats.
Timing, specific abilities and the follow-up plan
Speed 5 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Charge immunity: Stops the attacker’s Jousting damage bonus against this creature, while leaving the ordinary attack damage intact.
Example for 10 creatures: 20–30 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Build opening expeditions around protected shooting. The Marksman’s second shot changes the upgrade’s value beyond Attack; use infantry and terrain to prevent engagement.
Watch for: Base Archers do not shoot twice. Distance, obstacles, ammunition and enemy contact determine whether paper damage can be used.
Timing, specific abilities and the follow-up plan
Speed 4 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Example for 10 creatures: 20–30 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Build opening expeditions around protected shooting. The Marksman’s second shot changes the upgrade’s value beyond Attack; use infantry and terrain to prevent engagement.
Watch for: Base Archers do not shoot twice. Distance, obstacles, ammunition and enemy contact determine whether paper damage can be used.
Timing, specific abilities and the follow-up plan
Speed 6 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Additional strike: Adds 1 further strike(s) to ranged attacks only, rather than a complete new turn with extra movement.
Example for 10 creatures: 20–30 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Shooter: Carries 12 shots. Ordinary shooting uses distance and melee penalties unless another trait explicitly removes one.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
6
Defense
3
Damage
2–3
Health
10
Speed
6
Shots
24
Base weekly growth
9
AI value
184
Occupied hexes
1
Cost per creature: 150 gold
Abilities and limitations
Shooter
Carries 24 shots. Ordinary shooting uses distance and melee penalties unless another trait explicitly removes one.
Additional strike
Adds 1 further strike(s) to ranged attacks only, rather than a complete new turn with extra movement.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Use flight to screen shooters or attack an important reachable target. Read retaliation capacity for the actual form: Royal Griffins support repeated ordinary retaliations.
Watch for: Unlimited retaliations are not unlimited health. No-Retaliation attackers and enemy shooting bypass that defensive advantage.
Timing, specific abilities and the follow-up plan
Speed 6 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Extra retaliations: Adds 1 retaliation to the normal one, for 2 per round. This does not override attacks that prevent retaliation.
Example for 10 creatures: 30–60 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Use flight to screen shooters or attack an important reachable target. Read retaliation capacity for the actual form: Royal Griffins support repeated ordinary retaliations.
Watch for: Unlimited retaliations are not unlimited health. No-Retaliation attackers and enemy shooting bypass that defensive advantage.
Timing, specific abilities and the follow-up plan
Speed 9 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Unlimited retaliations: Has no numerical round limit on ordinary retaliations. Attacks that prevent retaliation remain a separate exception.
Example for 10 creatures: 30–60 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Extra retaliations: Adds 1 retaliation to the normal one, for 2 per round. This does not override attacks that prevent retaliation.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
9
Defense
9
Damage
3–6
Health
25
Speed
9
Shots
0
Base weekly growth
7
AI value
448
Occupied hexes
2
Cost per creature: 240 gold
Abilities and limitations
Flying
Movement can cross obstacles. Devils and Arch Devils express this trait through teleportation; speed still determines reach.
Unlimited retaliations
Has no numerical round limit on ordinary retaliations. Attacks that prevent retaliation remain a separate exception.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Position infantry for a useful melee exchange. With Crusaders compare retaliation casualties with the strength of the second strike.
Watch for: Swordsmen do not have a second attack. Do not calculate both strikes from the initial stack size if retaliation causes casualties.
Timing, specific abilities and the follow-up plan
Speed 5 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Example for 10 creatures: 60–90 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Position infantry for a useful melee exchange. With Crusaders compare retaliation casualties with the strength of the second strike.
Watch for: Swordsmen do not have a second attack. Do not calculate both strikes from the initial stack size if retaliation causes casualties.
Timing, specific abilities and the follow-up plan
Speed 6 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Additional strike: Adds 1 further strike(s), rather than a complete new turn with extra movement.
Example for 10 creatures: 70–100 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
12
Defense
12
Damage
7–10
Health
35
Speed
6
Shots
0
Base weekly growth
4
AI value
588
Occupied hexes
1
Cost per creature: 400 gold
Abilities and limitations
Additional strike
Adds 1 further strike(s), rather than a complete new turn with extra movement.
Heroes connected to this creature
Normal upgrade of the specialty line (3)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Shoot from cover at a target whose losses prevent the next enemy action. Zealots retain full damage when attacking in melee.
Watch for: Monks retain their melee penalty. The Zealot’s advantage is not a reason to accept several enemy attacks voluntarily.
Timing, specific abilities and the follow-up plan
Speed 5 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Example for 10 creatures: 100–120 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Shoot from cover at a target whose losses prevent the next enemy action. Zealots retain full damage when attacking in melee.
Watch for: Monks retain their melee penalty. The Zealot’s advantage is not a reason to accept several enemy attacks voluntarily.
Timing, specific abilities and the follow-up plan
Speed 7 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
No melee penalty: A shooter does not lose the usual half damage when fighting in melee. Range and ammunition remain separate considerations.
Example for 10 creatures: 100–120 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Shooter: Carries 12 shots. Ordinary shooting uses distance and melee penalties unless another trait explicitly removes one.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
12
Defense
10
Damage
10–12
Health
30
Speed
7
Shots
24
Base weekly growth
3
AI value
750
Occupied hexes
1
Cost per creature: 450 gold
Abilities and limitations
Shooter
Carries 24 shots. Ordinary shooting uses distance and melee penalties unless another trait explicitly removes one.
No melee penalty
A shooter does not lose the usual half damage when fighting in melee. Range and ammunition remain separate considerations.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Plan a charge from its starting hex through the enemy reply. Jousting rewards distance traveled, but safely completing the attack matters more than the longest route.
Watch for: Do not count the charge bonus against Pikemen or Halberdiers. A two-hex rider can expose your shooting core after arriving.
Timing, specific abilities and the follow-up plan
Speed 7 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Jousting: Movement before attacking adds 5% damage per hex travelled. Pikemen and Halberdiers block this additional bonus.
Example for 10 creatures: 150–250 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Plan a charge from its starting hex through the enemy reply. Jousting rewards distance traveled, but safely completing the attack matters more than the longest route.
Watch for: Do not count the charge bonus against Pikemen or Halberdiers. A two-hex rider can expose your shooting core after arriving.
Timing, specific abilities and the follow-up plan
Speed 9 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Jousting: Movement before attacking adds 5% damage per hex travelled. Pikemen and Halberdiers block this additional bonus.
Example for 10 creatures: 200–250 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
16
Defense
16
Damage
20–25
Health
100
Speed
9
Shots
0
Base weekly growth
2
AI value
2100
Occupied hexes
2
Cost per creature: 1200 gold
Abilities and limitations
Jousting
Movement before attacking adds 5% damage per hex travelled. Pikemen and Halberdiers block this additional bonus.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Use the fast flyer for a decisive hit or to close an approach. With Archangels compare attacking with an actual Resurrection opportunity.
Watch for: Angels cannot use the Archangel’s resurrection. Distinguish creature-count scaling, use count and eligible corpses.
Timing, specific abilities and the follow-up plan
Speed 12 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Morale aura: Changes allied army morale by 1. Multiple copies of the same angelic or dragon aura do not accumulate.
Hatred: Devil: Gains 50% extra base damage against Devil. The bonus targets that specific creature type.
Example for 10 creatures: 500–500 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Cast: Resurrection: Can use Resurrection at reference mastery 3. Cast count and creature-count scaling are listed separately.
Effect scaling: Resurrection: Reference Resurrection strength is 100 per casting creature. Summon Demons is also limited by the available corpse and its health.
Creature uses: The stack has 1 spell use(s) during the battle. More creatures do not automatically multiply the activation count.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Movement can cross obstacles. Devils and Arch Devils express this trait through teleportation; speed still determines reach.
Morale aura
Changes allied army morale by 1. Multiple copies of the same angelic or dragon aura do not accumulate.
Slayer target
An enemy attacker buffed with Slayer gains +8 Attack against this creature from Advanced mastery. The bonus belongs to the attacker; the target’s spell immunity does not itself cancel it.
Hatred: Devil
Gains 50% extra base damage against Devil. The bonus targets that specific creature type.
Hatred: Arch Devil
Gains 50% extra base damage against Arch Devil. The bonus targets that specific creature type.
Use the fast flyer for a decisive hit or to close an approach. With Archangels compare attacking with an actual Resurrection opportunity.
Watch for: Angels cannot use the Archangel’s resurrection. Distinguish creature-count scaling, use count and eligible corpses.
Timing, specific abilities and the follow-up plan
Speed 18 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Cast: Resurrection: Can use Resurrection at reference mastery 3. Cast count and creature-count scaling are listed separately.
Effect scaling: Resurrection: Reference Resurrection strength is 100 per casting creature. Summon Demons is also limited by the available corpse and its health.
Example for 10 creatures: 500–500 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Movement can cross obstacles. Devils and Arch Devils express this trait through teleportation; speed still determines reach.
Cast: Resurrection
Can use Resurrection at reference mastery 3. Cast count and creature-count scaling are listed separately.
Effect scaling: Resurrection
Reference Resurrection strength is 100 per casting creature. Summon Demons is also limited by the available corpse and its health.
Creature uses
The stack has 1 spell use(s) during the battle. More creatures do not automatically multiply the activation count.
Morale aura
Changes allied army morale by 1. Multiple copies of the same angelic or dragon aura do not accumulate.
Slayer target
An enemy attacker buffed with Slayer gains +8 Attack against this creature from Advanced mastery. The bonus belongs to the attacker; the target’s spell immunity does not itself cancel it.
Hatred: Devil
Gains 50% extra base damage against Devil. The bonus targets that specific creature type.
Hatred: Arch Devil
Gains 50% extra base damage against Arch Devil. The bonus targets that specific creature type.
Use speed to finish weakened targets and screen Grand Elves. Cheap opening troops are valuable when casualties do not end the expedition.
Watch for: Do not confuse them with ranged Centaurs from another game. Both forms here fight in melee.
Timing, specific abilities and the follow-up plan
Speed 6 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Example for 10 creatures: 20–30 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Use speed to finish weakened targets and screen Grand Elves. Cheap opening troops are valuable when casualties do not end the expedition.
Watch for: Do not confuse them with ranged Centaurs from another game. Both forms here fight in melee.
Timing, specific abilities and the follow-up plan
Speed 8 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Example for 10 creatures: 20–30 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Hold approaches to Elves and use the actual form’s spell resistance. Battle Dwarves also improve the chance to resist hostile spells.
Watch for: Spell resistance is not the same percentage reduction of every hit. Slow stacks need a plan against distant shooters.
Timing, specific abilities and the follow-up plan
Speed 3 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Spell resistance chance: Has a 20% chance to resist a harmful spell. This is resistance probability rather than reducing every Magic hit by that percentage.
Example for 10 creatures: 20–40 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Spell resistance chance: Has a 40% chance to resist a harmful spell. This is resistance probability rather than reducing every Magic hit by that percentage.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
6
Defense
7
Damage
2–4
Health
20
Speed
3
Shots
0
Base weekly growth
8
AI value
138
Occupied hexes
1
Cost per creature: 120 gold
Abilities and limitations
Spell resistance chance
Has a 20% chance to resist a harmful spell. This is resistance probability rather than reducing every Magic hit by that percentage.
Heroes connected to this creature
Sourced specialty target (1)
The reference profile names this creature as a specialty target. Compare scaling details and individual forms on the hero profile.
Hold approaches to Elves and use the actual form’s spell resistance. Battle Dwarves also improve the chance to resist hostile spells.
Watch for: Spell resistance is not the same percentage reduction of every hit. Slow stacks need a plan against distant shooters.
Timing, specific abilities and the follow-up plan
Speed 5 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Spell resistance chance: Has a 40% chance to resist a harmful spell. This is resistance probability rather than reducing every Magic hit by that percentage.
Example for 10 creatures: 20–40 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Spell resistance chance: Has a 20% chance to resist a harmful spell. This is resistance probability rather than reducing every Magic hit by that percentage.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
7
Defense
7
Damage
2–4
Health
20
Speed
5
Shots
0
Base weekly growth
8
AI value
209
Occupied hexes
1
Cost per creature: 150 gold
Abilities and limitations
Spell resistance chance
Has a 40% chance to resist a harmful spell. This is resistance probability rather than reducing every Magic hit by that percentage.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Protect Grand Elves as an opening shooting core. Choose line of sight and screen against flyers, fast creatures and approach lanes.
Watch for: Wood Elves lack the second shot. Splitting creates more actions but leaves individual stacks easier to weaken or remove.
Timing, specific abilities and the follow-up plan
Speed 6 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Example for 10 creatures: 30–50 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Protect Grand Elves as an opening shooting core. Choose line of sight and screen against flyers, fast creatures and approach lanes.
Watch for: Wood Elves lack the second shot. Splitting creates more actions but leaves individual stacks easier to weaken or remove.
Timing, specific abilities and the follow-up plan
Speed 7 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Additional strike: Adds 1 further strike(s) to ranged attacks only, rather than a complete new turn with extra movement.
Example for 10 creatures: 30–50 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
9
Defense
5
Damage
3–5
Health
15
Speed
7
Shots
24
Base weekly growth
7
AI value
331
Occupied hexes
1
Cost per creature: 225 gold
Abilities and limitations
Shooter
Carries 24 shots. Ordinary shooting uses distance and melee penalties unless another trait explicitly removes one.
Additional strike
Adds 1 further strike(s) to ranged attacks only, rather than a complete new turn with extra movement.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Threaten exposed shooters with fast movement while exploiting increased enemy spell costs. Compare mana pressure with the risk of losing the flyers.
Watch for: More Pegasi do not automatically stack the same aura repeatedly. Mana pressure does not justify a reckless dive.
Timing, specific abilities and the follow-up plan
Speed 8 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Spell-cost adjustment: The enemy hero pays 2 more mana per spell. Splitting the same support creature does not repeatedly apply the adjustment.
Example for 10 creatures: 50–90 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Threaten exposed shooters with fast movement while exploiting increased enemy spell costs. Compare mana pressure with the risk of losing the flyers.
Watch for: More Pegasi do not automatically stack the same aura repeatedly. Mana pressure does not justify a reckless dive.
Timing, specific abilities and the follow-up plan
Speed 12 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Spell-cost adjustment: The enemy hero pays 2 more mana per spell. Splitting the same support creature does not repeatedly apply the adjustment.
Example for 10 creatures: 50–90 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
9
Defense
10
Damage
5–9
Health
30
Speed
12
Shots
0
Base weekly growth
5
AI value
532
Occupied hexes
2
Cost per creature: 275 gold
Abilities and limitations
Flying
Movement can cross obstacles. Devils and Arch Devils express this trait through teleportation; speed still determines reach.
Spell-cost adjustment
The enemy hero pays 2 more mana per spell. Splitting the same support creature does not repeatedly apply the adjustment.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Use roots to hold a reachable attacker that would otherwise reach shooters. Plan the position for subsequent rounds too.
Watch for: Binding does not remove every action. A slow Dendroid must first reach the target and maintain the binding conditions.
Timing, specific abilities and the follow-up plan
Speed 3 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Bind: An eligible hit has a 100% chance to apply an effect that restricts the victim’s movement while the binding remains. Matching immunities and effect conditions apply.
Example for 10 creatures: 100–140 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
9
Defense
12
Damage
10–14
Health
55
Speed
3
Shots
0
Base weekly growth
3
AI value
517
Occupied hexes
1
Cost per creature: 350 gold
Abilities and limitations
Bind
An eligible hit has a 100% chance to apply an effect that restricts the victim’s movement while the binding remains. Matching immunities and effect conditions apply.
Heroes connected to this creature
Sourced specialty target (1)
The reference profile names this creature as a specialty target. Compare scaling details and individual forms on the hero profile.
Use roots to hold a reachable attacker that would otherwise reach shooters. Plan the position for subsequent rounds too.
Watch for: Binding does not remove every action. A slow Dendroid must first reach the target and maintain the binding conditions.
Timing, specific abilities and the follow-up plan
Speed 4 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Bind: An eligible hit has a 100% chance to apply an effect that restricts the victim’s movement while the binding remains. Matching immunities and effect conditions apply.
Example for 10 creatures: 100–140 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
9
Defense
12
Damage
10–14
Health
65
Speed
4
Shots
0
Base weekly growth
3
AI value
803
Occupied hexes
1
Cost per creature: 425 gold
Abilities and limitations
Bind
An eligible hit has a 100% chance to apply an effect that restricts the victim’s movement while the binding remains. Matching immunities and effect conditions apply.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Use adjacency to protect suitable allies from spells and seek melee targets where Blind can deny a useful action.
Watch for: Blind is chance-based and immunities apply. Do not require it to trigger on the first attack.
Timing, specific abilities and the follow-up plan
Speed 7 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Blind: An eligible hit has a 20% chance to apply an effect that restricts a blinded victim’s actions; an attack can break the effect. Matching immunities and effect conditions apply.
Spell resistance chance: Grants adjacent allies a 20% chance to resist a harmful spell. This is resistance probability rather than reducing every Magic hit by that percentage.
Example for 10 creatures: 180–220 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
15
Defense
14
Damage
18–22
Health
90
Speed
7
Shots
0
Base weekly growth
2
AI value
1806
Occupied hexes
2
Cost per creature: 850 gold
Abilities and limitations
Blind
An eligible hit has a 20% chance to apply an effect that restricts a blinded victim’s actions; an attack can break the effect. Matching immunities and effect conditions apply.
Spell resistance chance
Grants adjacent allies a 20% chance to resist a harmful spell. This is resistance probability rather than reducing every Magic hit by that percentage.
Heroes connected to this creature
Sourced specialty target (1)
The reference profile names this creature as a specialty target. Compare scaling details and individual forms on the hero profile.
Use adjacency to protect suitable allies from spells and seek melee targets where Blind can deny a useful action.
Watch for: Blind is chance-based and immunities apply. Do not require it to trigger on the first attack.
Timing, specific abilities and the follow-up plan
Speed 9 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Blind: An eligible hit has a 20% chance to apply an effect that restricts a blinded victim’s actions; an attack can break the effect. Matching immunities and effect conditions apply.
Spell resistance chance: Grants adjacent allies a 20% chance to resist a harmful spell. This is resistance probability rather than reducing every Magic hit by that percentage.
Example for 10 creatures: 180–220 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
15
Defense
14
Damage
18–22
Health
110
Speed
9
Shots
0
Base weekly growth
2
AI value
2030
Occupied hexes
2
Cost per creature: 950 gold
Abilities and limitations
Blind
An eligible hit has a 20% chance to apply an effect that restricts a blinded victim’s actions; an attack can break the effect. Matching immunities and effect conditions apply.
Spell resistance chance
Grants adjacent allies a 20% chance to resist a harmful spell. This is resistance probability rather than reducing every Magic hit by that percentage.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Use flight to align breath through two useful targets. Before buffing, check the actual dragon form’s spell-immunity levels.
Watch for: Gold Dragon protection differs from Black Dragon immunity. Breath also hits a friendly creature directly behind the target.
Timing, specific abilities and the follow-up plan
Speed 10 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Two hex attack breath: Breath strikes the main victim and the creature directly behind it. Check that second hex for an allied stack before attacking.
Spell immunity through tier 3: Normally unaffected by spells of tiers 1–3. Evaluate special artifacts that alter immunities separately.
Example for 10 creatures: 400–500 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Counts as a Dragon for matching specialties, equipment and targeted effects. The classification alone does not supply every dragon immunity.
Skeleton transformer target
Has a special Skeleton Transformer conversion into Bone Dragons, distinct from the ordinary Skeleton conversion of other creatures.
Flying
Movement can cross obstacles. Devils and Arch Devils express this trait through teleportation; speed still determines reach.
Two hex attack breath
Breath strikes the main victim and the creature directly behind it. Check that second hex for an allied stack before attacking.
Spell immunity through tier 3
Normally unaffected by spells of tiers 1–3. Evaluate special artifacts that alter immunities separately.
Slayer target
An enemy attacker buffed with Slayer gains +8 Attack against this creature from Untrained / Basic mastery. The bonus belongs to the attacker; the target’s spell immunity does not itself cancel it.
Use flight to align breath through two useful targets. Before buffing, check the actual dragon form’s spell-immunity levels.
Watch for: Gold Dragon protection differs from Black Dragon immunity. Breath also hits a friendly creature directly behind the target.
Timing, specific abilities and the follow-up plan
Speed 16 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Two hex attack breath: Breath strikes the main victim and the creature directly behind it. Check that second hex for an allied stack before attacking.
Spell immunity through tier 4: Normally unaffected by spells of tiers 1–4. Evaluate special artifacts that alter immunities separately.
Example for 10 creatures: 400–500 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Counts as a Dragon for matching specialties, equipment and targeted effects. The classification alone does not supply every dragon immunity.
Skeleton transformer target
Has a special Skeleton Transformer conversion into Bone Dragons, distinct from the ordinary Skeleton conversion of other creatures.
Flying
Movement can cross obstacles. Devils and Arch Devils express this trait through teleportation; speed still determines reach.
Two hex attack breath
Breath strikes the main victim and the creature directly behind it. Check that second hex for an allied stack before attacking.
Spell immunity through tier 4
Normally unaffected by spells of tiers 1–4. Evaluate special artifacts that alter immunities separately.
Slayer target
An enemy attacker buffed with Slayer gains +8 Attack against this creature from Untrained / Basic mastery. The bonus belongs to the attacker; the target’s spell immunity does not itself cancel it.
Upgrading to Master Gremlins adds shooting and changes the expedition plan. Give the new shooter cover and usable line of sight.
Watch for: Base Gremlins cannot shoot. Large numbers do not solve vulnerability when enemies can easily engage them.
Timing, specific abilities and the follow-up plan
Speed 4 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Example for 10 creatures: 10–20 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Upgrading to Master Gremlins adds shooting and changes the expedition plan. Give the new shooter cover and usable line of sight.
Watch for: Base Gremlins cannot shoot. Large numbers do not solve vulnerability when enemies can easily engage them.
Timing, specific abilities and the follow-up plan
Speed 5 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Example for 10 creatures: 10–20 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Use the fast flyer to engage enemy shooters or protect Gremlins. Decide by actual free landing space.
Watch for: Gargoyles have their own rules category. Do not import every Golem repair, healing or immunity rule.
Timing, specific abilities and the follow-up plan
Speed 6 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Example for 10 creatures: 20–30 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Use the fast flyer to engage enemy shooters or protect Gremlins. Decide by actual free landing space.
Watch for: Gargoyles have their own rules category. Do not import every Golem repair, healing or immunity rule.
Timing, specific abilities and the follow-up plan
Speed 9 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Example for 10 creatures: 20–30 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
7
Defense
7
Damage
2–3
Health
16
Speed
9
Shots
0
Base weekly growth
9
AI value
201
Occupied hexes
1
Cost per creature: 160 gold
Abilities and limitations
Gargoyle
Gargoyles use their own rules classification. Do not automatically transfer every Living-creature or Golem rule to them.
Flying
Movement can cross obstacles. Devils and Arch Devils express this trait through teleportation; speed still determines reach.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Use Golems to screen enemy approaches and account for reduced spell damage. Let the slow core hold ground that actually needs defending.
Watch for: Iron and Stone Golems have different protection. Non-living status affects healing and Life Drain, rather than granting universal invulnerability.
Timing, specific abilities and the follow-up plan
Speed 3 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Spell-damage reduction: Reduces spell damage by 50%. Before other modifiers, a 100-damage spell would deal 50. This is not a random chance to resist the spell entirely.
Example for 10 creatures: 40–50 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Spell-damage reduction: Reduces spell damage by 75%. Before other modifiers, a 100-damage spell would deal 25. This is not a random chance to resist the spell entirely.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
7
Defense
10
Damage
4–5
Health
30
Speed
3
Shots
0
Base weekly growth
6
AI value
250
Occupied hexes
1
Cost per creature: 150 gold
Abilities and limitations
Non living
This nonliving classification changes eligibility for healing, life drain and other effects targeting living victims.
Spell-damage reduction
Reduces spell damage by 50%. Before other modifiers, a 100-damage spell would deal 50. This is not a random chance to resist the spell entirely.
Heroes connected to this creature
Sourced specialty target (1)
The reference profile names this creature as a specialty target. Compare scaling details and individual forms on the hero profile.
Use Golems to screen enemy approaches and account for reduced spell damage. Let the slow core hold ground that actually needs defending.
Watch for: Iron and Stone Golems have different protection. Non-living status affects healing and Life Drain, rather than granting universal invulnerability.
Timing, specific abilities and the follow-up plan
Speed 5 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Spell-damage reduction: Reduces spell damage by 75%. Before other modifiers, a 100-damage spell would deal 25. This is not a random chance to resist the spell entirely.
Example for 10 creatures: 40–50 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Spell-damage reduction: Reduces spell damage by 50%. Before other modifiers, a 100-damage spell would deal 50. This is not a random chance to resist the spell entirely.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
9
Defense
10
Damage
4–5
Health
35
Speed
5
Shots
0
Base weekly growth
6
AI value
412
Occupied hexes
1
Cost per creature: 200 gold
Abilities and limitations
Non living
This nonliving classification changes eligibility for healing, life drain and other effects targeting living victims.
Spell-damage reduction
Reduces spell damage by 75%. Before other modifiers, a 100-damage spell would deal 25. This is not a random chance to resist the spell entirely.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Combine ranged support with cheaper casting for your hero. Account for the wall-related shooting trait during sieges.
Watch for: The stack uses regular shooting, not an unrestricted hero spellbook. Splitting does not automatically multiply the same discount.
Timing, specific abilities and the follow-up plan
Speed 5 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
No melee penalty: A shooter does not lose the usual half damage when fighting in melee. Range and ammunition remain separate considerations.
No wall penalty: Shooting ignores the castle-wall damage penalty. Removing the long-distance penalty requires a separate trait.
Example for 10 creatures: 70–90 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Combine ranged support with cheaper casting for your hero. Account for the wall-related shooting trait during sieges.
Watch for: The stack uses regular shooting, not an unrestricted hero spellbook. Splitting does not automatically multiply the same discount.
Timing, specific abilities and the follow-up plan
Speed 7 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
No melee penalty: A shooter does not lose the usual half damage when fighting in melee. Range and ammunition remain separate considerations.
No wall penalty: Shooting ignores the castle-wall damage penalty. Removing the long-distance penalty requires a separate trait.
Example for 10 creatures: 70–90 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
12
Defense
9
Damage
7–9
Health
30
Speed
7
Shots
24
Base weekly growth
4
AI value
680
Occupied hexes
1
Cost per creature: 450 gold
Abilities and limitations
Shooter
Carries 24 shots. Ordinary shooting uses distance and melee penalties unless another trait explicitly removes one.
No melee penalty
A shooter does not lose the usual half damage when fighting in melee. Range and ammunition remain separate considerations.
No wall penalty
Shooting ignores the castle-wall damage penalty. Removing the long-distance penalty requires a separate trait.
Spell-cost adjustment
The allied hero pays 2 less mana per spell. Splitting the same support creature does not repeatedly apply the adjustment.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
With Master Genies compare a support cast with attacking. Exploit the random buff according to its actual result and the ally’s remaining actions.
Watch for: Ordinary Genies lack support casting. Three stack uses do not mean three uses per creature.
Timing, specific abilities and the follow-up plan
Speed 7 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Hatred: Efreeti: Gains 50% extra base damage against Efreeti. The bonus targets that specific creature type.
Hatred: Efreet Sultan: Gains 50% extra base damage against Efreet Sultan. The bonus targets that specific creature type.
Example for 10 creatures: 130–160 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Creature uses: The stack has 3 spell use(s) during the battle. More creatures do not automatically multiply the activation count.
Enchantment duration: This creature’s support magic has a baseline duration of 6 rounds, rather than automatically inheriting its accompanying hero’s Spell Power.
Random beneficial spell: Master Genies give an ally a random beneficial spell from their allowed selection. The outcome cannot be planned as a guaranteed specific buff.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
12
Defense
12
Damage
13–16
Health
40
Speed
7
Shots
0
Base weekly growth
3
AI value
884
Occupied hexes
1
Cost per creature: 550 gold
Abilities and limitations
Flying
Movement can cross obstacles. Devils and Arch Devils express this trait through teleportation; speed still determines reach.
Hatred: Efreeti
Gains 50% extra base damage against Efreeti. The bonus targets that specific creature type.
Hatred: Efreet Sultan
Gains 50% extra base damage against Efreet Sultan. The bonus targets that specific creature type.
Heroes connected to this creature
Sourced specialty target (2)
The reference profile names this creature as a specialty target. Compare scaling details and individual forms on the hero profile.
With Master Genies compare a support cast with attacking. Exploit the random buff according to its actual result and the ally’s remaining actions.
Watch for: Ordinary Genies lack support casting. Three stack uses do not mean three uses per creature.
Timing, specific abilities and the follow-up plan
Speed 11 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Creature uses: The stack has 3 spell use(s) during the battle. More creatures do not automatically multiply the activation count.
Enchantment duration: This creature’s support magic has a baseline duration of 6 rounds, rather than automatically inheriting its accompanying hero’s Spell Power.
Example for 10 creatures: 130–160 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
12
Defense
12
Damage
13–16
Health
40
Speed
11
Shots
0
Base weekly growth
3
AI value
942
Occupied hexes
1
Cost per creature: 600 gold
Abilities and limitations
Flying
Movement can cross obstacles. Devils and Arch Devils express this trait through teleportation; speed still determines reach.
Creature uses
The stack has 3 spell use(s) during the battle. More creatures do not automatically multiply the activation count.
Enchantment duration
This creature’s support magic has a baseline duration of 6 rounds, rather than automatically inheriting its accompanying hero’s Spell Power.
Random beneficial spell
Master Genies give an ally a random beneficial spell from their allowed selection. The outcome cannot be planned as a guaranteed specific buff.
Hatred: Efreeti
Gains 50% extra base damage against Efreeti. The bonus targets that specific creature type.
Hatred: Efreet Sultan
Gains 50% extra base damage against Efreet Sultan. The bonus targets that specific creature type.
Heroes connected to this creature
Normal upgrade of the specialty line (2)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Use no-retaliation attacks for strong melee exchanges. First secure reach to an important target through screening or acquired movement support.
Watch for: No retaliation does not protect against the enemy’s own turn. Compare the ending position with further threats.
Timing, specific abilities and the follow-up plan
Speed 5 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Blocks retaliation: The victim cannot make an ordinary retaliation against this creature’s strike. Other special reactions follow their own rules.
Example for 10 creatures: 200–200 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Use no-retaliation attacks for strong melee exchanges. First secure reach to an important target through screening or acquired movement support.
Watch for: No retaliation does not protect against the enemy’s own turn. Compare the ending position with further threats.
Timing, specific abilities and the follow-up plan
Speed 7 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Blocks retaliation: The victim cannot make an ordinary retaliation against this creature’s strike. Other special reactions follow their own rules.
Example for 10 creatures: 300–300 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
16
Defense
13
Damage
30–30
Health
110
Speed
7
Shots
0
Base weekly growth
2
AI value
2840
Occupied hexes
2
Cost per creature: 1600 gold
Abilities and limitations
Blocks retaliation
The victim cannot make an ordinary retaliation against this creature’s strike. Other special reactions follow their own rules.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Giants are a melee intermediate; Titans gain shooting and a different positioning plan. Budget the upgraded dwelling and actual recruitment.
Watch for: Do not plan ranged fire around base Giants. Mind immunity does not block every kind of magical damage.
Timing, specific abilities and the follow-up plan
Speed 7 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Mind immunity: Resists spells and effects classified as mind-affecting. This does not establish immunity to every spell.
Example for 10 creatures: 400–600 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Resists spells and effects classified as mind-affecting. This does not establish immunity to every spell.
Slayer target
An enemy attacker buffed with Slayer gains +8 Attack against this creature from Expert mastery. The bonus belongs to the attacker; the target’s spell immunity does not itself cancel it.
Giants are a melee intermediate; Titans gain shooting and a different positioning plan. Budget the upgraded dwelling and actual recruitment.
Watch for: Do not plan ranged fire around base Giants. Mind immunity does not block every kind of magical damage.
Timing, specific abilities and the follow-up plan
Speed 11 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
No melee penalty: A shooter does not lose the usual half damage when fighting in melee. Range and ammunition remain separate considerations.
Mind immunity: Resists spells and effects classified as mind-affecting. This does not establish immunity to every spell.
Example for 10 creatures: 400–600 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Carries 24 shots. Ordinary shooting uses distance and melee penalties unless another trait explicitly removes one.
No melee penalty
A shooter does not lose the usual half damage when fighting in melee. Range and ammunition remain separate considerations.
Mind immunity
Resists spells and effects classified as mind-affecting. This does not establish immunity to every spell.
Slayer target
An enemy attacker buffed with Slayer gains +8 Attack against this creature from Expert mastery. The bonus belongs to the attacker; the target’s spell immunity does not itself cancel it.
Hatred: Black Dragon
Gains 50% extra base damage against Black Dragon. The bonus targets that specific creature type.
Use base Imps for small melee tasks. Familiars additionally support hero mana when the enemy actually casts spells.
Watch for: Mana Channeling does not directly remove the same amount from the enemy pool. Without enemy casting it provides no ongoing return.
Timing, specific abilities and the follow-up plan
Speed 5 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Example for 10 creatures: 10–20 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Mana channeling: Returns 20% of mana spent on an enemy hero’s spell to the allied hero. This does not directly remove the same amount from the enemy reserve.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
2
Defense
3
Damage
1–2
Health
4
Speed
5
Shots
0
Base weekly growth
15
AI value
50
Occupied hexes
1
Cost per creature: 50 gold
Abilities and limitations
No additional special ability in the reference table.
Heroes connected to this creature
Sourced specialty target (1)
The reference profile names this creature as a specialty target. Compare scaling details and individual forms on the hero profile.
Use base Imps for small melee tasks. Familiars additionally support hero mana when the enemy actually casts spells.
Watch for: Mana Channeling does not directly remove the same amount from the enemy pool. Without enemy casting it provides no ongoing return.
Timing, specific abilities and the follow-up plan
Speed 7 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Mana channeling: Returns 20% of mana spent on an enemy hero’s spell to the allied hero. This does not directly remove the same amount from the enemy reserve.
Example for 10 creatures: 10–20 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
4
Defense
4
Damage
1–2
Health
4
Speed
7
Shots
0
Base weekly growth
15
AI value
60
Occupied hexes
1
Cost per creature: 60 gold
Abilities and limitations
Mana channeling
Returns 20% of mana spent on an enemy hero’s spell to the allied hero. This does not directly remove the same amount from the enemy reserve.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Shoot from cover. With Magogs choose impact by the whole explosion area, rather than only the most valuable main target.
Watch for: In Complete/SoD the blast can hit friendly stacks near the target. Do not import HotA-specific rules or controls.
Timing, specific abilities and the follow-up plan
Speed 4 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Example for 10 creatures: 20–40 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Shooter: Carries 24 shots. Ordinary shooting uses distance and melee penalties unless another trait explicitly removes one.
Area shooting effect: Magog shots produce a Fireball area explosion. Check allied stacks near the target in Complete/SoD; HotA changes are outside this profile.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
6
Defense
4
Damage
2–4
Health
13
Speed
4
Shots
12
Base weekly growth
8
AI value
159
Occupied hexes
1
Cost per creature: 125 gold
Abilities and limitations
Shooter
Carries 12 shots. Ordinary shooting uses distance and melee penalties unless another trait explicitly removes one.
Heroes connected to this creature
Sourced specialty target (1)
The reference profile names this creature as a specialty target. Compare scaling details and individual forms on the hero profile.
Shoot from cover. With Magogs choose impact by the whole explosion area, rather than only the most valuable main target.
Watch for: In Complete/SoD the blast can hit friendly stacks near the target. Do not import HotA-specific rules or controls.
Timing, specific abilities and the follow-up plan
Speed 6 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Area shooting effect: Magog shots produce a Fireball area explosion. Check allied stacks near the target in Complete/SoD; HotA changes are outside this profile.
Example for 10 creatures: 20–40 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Shooter: Carries 12 shots. Ordinary shooting uses distance and melee penalties unless another trait explicitly removes one.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
7
Defense
4
Damage
2–4
Health
13
Speed
6
Shots
24
Base weekly growth
8
AI value
240
Occupied hexes
1
Cost per creature: 175 gold
Abilities and limitations
Shooter
Carries 24 shots. Ordinary shooting uses distance and melee penalties unless another trait explicitly removes one.
Area shooting effect
Magog shots produce a Fireball area explosion. Check allied stacks near the target in Complete/SoD; HotA changes are outside this profile.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Cerberi combine several reachable melee targets with no retaliation. Check every affected position before moving.
Watch for: Hell Hounds do not yet have those two advantages. Three heads cannot hit three arbitrary stacks anywhere.
Timing, specific abilities and the follow-up plan
Speed 7 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Example for 10 creatures: 20–70 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Cerberi combine several reachable melee targets with no retaliation. Check every affected position before moving.
Watch for: Hell Hounds do not yet have those two advantages. Three heads cannot hit three arbitrary stacks anywhere.
Timing, specific abilities and the follow-up plan
Speed 8 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Blocks retaliation: The victim cannot make an ordinary retaliation against this creature’s strike. Other special reactions follow their own rules.
Three headed attack: A melee attack can hit three enemies in front of the attacker. Their positions determine how many targets are actually struck.
Example for 10 creatures: 20–70 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
10
Defense
8
Damage
2–7
Health
25
Speed
8
Shots
0
Base weekly growth
5
AI value
392
Occupied hexes
2
Cost per creature: 250 gold
Abilities and limitations
Blocks retaliation
The victim cannot make an ordinary retaliation against this creature’s strike. Other special reactions follow their own rules.
Three headed attack
A melee attack can hit three enemies in front of the attacker. Their positions determine how many targets are actually struck.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Compare this melee core by available reinforcements. When obtaining Demons from corpses, separate eligible casualties, Pit Lord capacity and town recruitment.
Watch for: Horned Demons do not themselves summon more Demons. Army conversion is not a free increase without prior costs.
Timing, specific abilities and the follow-up plan
Speed 5 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Example for 10 creatures: 70–90 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Compare this melee core by available reinforcements. When obtaining Demons from corpses, separate eligible casualties, Pit Lord capacity and town recruitment.
Watch for: Horned Demons do not themselves summon more Demons. Army conversion is not a free increase without prior costs.
Timing, specific abilities and the follow-up plan
Speed 6 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Example for 10 creatures: 70–90 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
10
Defense
10
Damage
7–9
Health
40
Speed
6
Shots
0
Base weekly growth
4
AI value
480
Occupied hexes
1
Cost per creature: 270 gold
Abilities and limitations
No additional special ability in the reference table.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
With Pit Lords compare melee with converting an eligible friendly corpse into Demons. Both corpse size and summoner count matter.
Watch for: Pit Fiends cannot perform the conversion. Uses are limited and not every fallen type is eligible.
Timing, specific abilities and the follow-up plan
Speed 6 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Example for 10 creatures: 130–170 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Effect scaling: Summon Demons: Reference Summon Demons strength is 50 per casting creature. Summon Demons is also limited by the available corpse and its health.
Cast: Summon Demons: Can use Summon Demons at reference mastery 0. Cast count and creature-count scaling are listed separately.
Creature uses: The stack has 1 spell use(s) during the battle. More creatures do not automatically multiply the activation count.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
13
Defense
13
Damage
13–17
Health
45
Speed
6
Shots
0
Base weekly growth
3
AI value
765
Occupied hexes
1
Cost per creature: 500 gold
Abilities and limitations
No additional special ability in the reference table.
Heroes connected to this creature
Sourced specialty target (1)
The reference profile names this creature as a specialty target. Compare scaling details and individual forms on the hero profile.
With Pit Lords compare melee with converting an eligible friendly corpse into Demons. Both corpse size and summoner count matter.
Watch for: Pit Fiends cannot perform the conversion. Uses are limited and not every fallen type is eligible.
Timing, specific abilities and the follow-up plan
Speed 7 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Effect scaling: Summon Demons: Reference Summon Demons strength is 50 per casting creature. Summon Demons is also limited by the available corpse and its health.
Cast: Summon Demons: Can use Summon Demons at reference mastery 0. Cast count and creature-count scaling are listed separately.
Example for 10 creatures: 130–170 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
13
Defense
13
Damage
13–17
Health
45
Speed
7
Shots
0
Base weekly growth
3
AI value
1224
Occupied hexes
1
Cost per creature: 700 gold
Abilities and limitations
Effect scaling: Summon Demons
Reference Summon Demons strength is 50 per casting creature. Summon Demons is also limited by the available corpse and its health.
Cast: Summon Demons
Can use Summon Demons at reference mastery 0. Cast count and creature-count scaling are listed separately.
Creature uses
The stack has 1 spell use(s) during the battle. More creatures do not automatically multiply the activation count.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Use flight against vulnerable targets and fire immunity against relevant magic. With Sultans also account for the cost of melee to enemy attackers.
Watch for: Base Efreeti lack the Sultan’s Fire Shield. Fire immunity does not cover every spell and reflected damage is not ordinary retaliation.
Timing, specific abilities and the follow-up plan
Speed 9 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Fire-school immunity: Resists Fire-school effects. This does not automatically protect against other schools or every special attack.
Hatred: Genie: Gains 50% extra base damage against Genie. The bonus targets that specific creature type.
Example for 10 creatures: 160–240 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Fire Shield: Returns 20% through Fire Shield to a melee attacker. The cited calculation uses a basis before defensive reductions; do not derive it solely from the defender’s displayed HP loss.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
16
Defense
12
Damage
16–24
Health
90
Speed
9
Shots
0
Base weekly growth
2
AI value
1670
Occupied hexes
1
Cost per creature: 900 gold
Abilities and limitations
Flying
Movement can cross obstacles. Devils and Arch Devils express this trait through teleportation; speed still determines reach.
Fire-school immunity
Resists Fire-school effects. This does not automatically protect against other schools or every special attack.
Hatred: Genie
Gains 50% extra base damage against Genie. The bonus targets that specific creature type.
Hatred: Master Genie
Gains 50% extra base damage against Master Genie. The bonus targets that specific creature type.
Heroes connected to this creature
Sourced specialty target (1)
The reference profile names this creature as a specialty target. Compare scaling details and individual forms on the hero profile.
Use flight against vulnerable targets and fire immunity against relevant magic. With Sultans also account for the cost of melee to enemy attackers.
Watch for: Base Efreeti lack the Sultan’s Fire Shield. Fire immunity does not cover every spell and reflected damage is not ordinary retaliation.
Timing, specific abilities and the follow-up plan
Speed 13 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Fire Shield: Returns 20% through Fire Shield to a melee attacker. The cited calculation uses a basis before defensive reductions; do not derive it solely from the defender’s displayed HP loss.
Fire-school immunity: Resists Fire-school effects. This does not automatically protect against other schools or every special attack.
Example for 10 creatures: 160–240 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Movement can cross obstacles. Devils and Arch Devils express this trait through teleportation; speed still determines reach.
Fire Shield
Returns 20% through Fire Shield to a melee attacker. The cited calculation uses a basis before defensive reductions; do not derive it solely from the defender’s displayed HP loss.
Fire-school immunity
Resists Fire-school effects. This does not automatically protect against other schools or every special attack.
Hatred: Genie
Gains 50% extra base damage against Genie. The bonus targets that specific creature type.
Hatred: Master Genie
Gains 50% extra base damage against Master Genie. The bonus targets that specific creature type.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Use obstacle-crossing movement and no retaliation to hit an important exposed target. Still assess enemy reach afterward.
Watch for: Teleport animation does not mean unlimited reach. A Luck penalty is not guaranteed damage reduction on every hit.
Timing, specific abilities and the follow-up plan
Speed 11 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Blocks retaliation: The victim cannot make an ordinary retaliation against this creature’s strike. Other special reactions follow their own rules.
Luck rule: Lowers enemy army luck by 1. Multiple copies of the devil aura do not accumulate.
Example for 10 creatures: 300–400 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Movement can cross obstacles. Devils and Arch Devils express this trait through teleportation; speed still determines reach.
Blocks retaliation
The victim cannot make an ordinary retaliation against this creature’s strike. Other special reactions follow their own rules.
Luck rule
Lowers enemy army luck by 1. Multiple copies of the devil aura do not accumulate.
Slayer target
An enemy attacker buffed with Slayer gains +8 Attack against this creature from Advanced mastery. The bonus belongs to the attacker; the target’s spell immunity does not itself cancel it.
Hatred: Angel
Gains 50% extra base damage against Angel. The bonus targets that specific creature type.
Hatred: Archangel
Gains 50% extra base damage against Archangel. The bonus targets that specific creature type.
Heroes connected to this creature
Fixed bonus for a specific recruitment line (1)
This is a fixed contribution to the listed attributes under the relevant hero, rather than percentage scaling by level. Base damage is per creature before further modifiers. Do not add the ordinary scaling specialties’ automatic +1 Speed; only the explicitly listed values apply.
Use obstacle-crossing movement and no retaliation to hit an important exposed target. Still assess enemy reach afterward.
Watch for: Teleport animation does not mean unlimited reach. A Luck penalty is not guaranteed damage reduction on every hit.
Timing, specific abilities and the follow-up plan
Speed 17 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Blocks retaliation: The victim cannot make an ordinary retaliation against this creature’s strike. Other special reactions follow their own rules.
Luck rule: Lowers enemy army luck by 1. Multiple copies of the devil aura do not accumulate.
Example for 10 creatures: 300–400 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Movement can cross obstacles. Devils and Arch Devils express this trait through teleportation; speed still determines reach.
Blocks retaliation
The victim cannot make an ordinary retaliation against this creature’s strike. Other special reactions follow their own rules.
Luck rule
Lowers enemy army luck by 1. Multiple copies of the devil aura do not accumulate.
Slayer target
An enemy attacker buffed with Slayer gains +8 Attack against this creature from Advanced mastery. The bonus belongs to the attacker; the target’s spell immunity does not itself cancel it.
Hatred: Angel
Gains 50% extra base damage against Angel. The bonus targets that specific creature type.
Hatred: Archangel
Gains 50% extra base damage against Archangel. The bonus targets that specific creature type.
Heroes connected to this creature
Fixed bonus for a specific recruitment line (1)
This is a fixed contribution to the listed attributes under the relevant hero, rather than percentage scaling by level. Base damage is per creature before further modifiers. Do not add the ordinary scaling specialties’ automatic +1 Speed; only the explicitly listed values apply.
Grow the Skeleton core according to actual Necromancy returns and the map. Protect its numbers so they can contribute another melee action.
Watch for: Undead do not use normal morale. Compare cost, movement and future reinforcements before replacing base troops with upgrades.
Timing, specific abilities and the follow-up plan
Speed 4 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Example for 10 creatures: 10–30 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Grow the Skeleton core according to actual Necromancy returns and the map. Protect its numbers so they can contribute another melee action.
Watch for: Undead do not use normal morale. Compare cost, movement and future reinforcements before replacing base troops with upgrades.
Timing, specific abilities and the follow-up plan
Speed 5 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Example for 10 creatures: 10–30 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
6
Defense
6
Damage
1–3
Health
6
Speed
5
Shots
0
Base weekly growth
12
AI value
85
Occupied hexes
1
Cost per creature: 70 gold
Abilities and limitations
Undead
The Undead type uses separate immunity, morale, healing and life-drain rules. Distinguish Animate Dead from Resurrection.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Use slow undead to hold an approach or supplement a shooter screen. Zombies can apply Disease on a hit.
Watch for: Do not give Disease to base Walking Dead. A chance debuff and low movement are unreliable against a ranged army.
Timing, specific abilities and the follow-up plan
Speed 3 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Example for 10 creatures: 20–30 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Disease: An eligible hit has a 20% chance to apply an effect that reduces an eligible living victim’s attack and defense by 2. Matching immunities and effect conditions apply.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
5
Defense
5
Damage
2–3
Health
15
Speed
3
Shots
0
Base weekly growth
8
AI value
98
Occupied hexes
1
Cost per creature: 100 gold
Abilities and limitations
Undead
The Undead type uses separate immunity, morale, healing and life-drain rules. Distinguish Animate Dead from Resurrection.
Heroes connected to this creature
Sourced specialty target (1)
The reference profile names this creature as a specialty target. Compare scaling details and individual forms on the hero profile.
Use slow undead to hold an approach or supplement a shooter screen. Zombies can apply Disease on a hit.
Watch for: Do not give Disease to base Walking Dead. A chance debuff and low movement are unreliable against a ranged army.
Timing, specific abilities and the follow-up plan
Speed 4 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Disease: An eligible hit has a 20% chance to apply an effect that reduces an eligible living victim’s attack and defense by 2. Matching immunities and effect conditions apply.
Example for 10 creatures: 20–30 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
5
Defense
5
Damage
2–3
Health
20
Speed
4
Shots
0
Base weekly growth
8
AI value
128
Occupied hexes
1
Cost per creature: 125 gold
Abilities and limitations
Undead
The Undead type uses separate immunity, morale, healing and life-drain rules. Distinguish Animate Dead from Resurrection.
Disease
An eligible hit has a 20% chance to apply an effect that reduces an eligible living victim’s attack and defense by 2. Matching immunities and effect conditions apply.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Use flight to screen and regenerate the last injured survivor. Wraiths additionally disrupt enemy mana in longer fights.
Watch for: Regeneration does not restore dead stack members. Do not multiply two mana drained per round by creatures in one stack.
Timing, specific abilities and the follow-up plan
Speed 5 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Survivor regeneration: At turn start, restores up to 50 health to the wounded surviving creature. Dead stack members are not recreated.
Example for 10 creatures: 30–50 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Use flight to screen and regenerate the last injured survivor. Wraiths additionally disrupt enemy mana in longer fights.
Watch for: Regeneration does not restore dead stack members. Do not multiply two mana drained per round by creatures in one stack.
Timing, specific abilities and the follow-up plan
Speed 7 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Survivor regeneration: At turn start, restores up to 50 health to the wounded surviving creature. Dead stack members are not recreated.
Mana drain: Drains 2 mana from the enemy hero per round. More creatures in one stack do not themselves multiply this fixed value.
Example for 10 creatures: 30–50 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
7
Defense
7
Damage
3–5
Health
18
Speed
7
Shots
0
Base weekly growth
7
AI value
315
Occupied hexes
1
Cost per creature: 230 gold
Abilities and limitations
Undead
The Undead type uses separate immunity, morale, healing and life-drain rules. Distinguish Animate Dead from Resurrection.
Flying
Movement can cross obstacles. Devils and Arch Devils express this trait through teleportation; speed still determines reach.
Survivor regeneration
At turn start, restores up to 50 health to the wounded surviving creature. Dead stack members are not recreated.
Mana drain
Drains 2 mana from the enemy hero per round. More creatures in one stack do not themselves multiply this fixed value.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Both forms attack without retaliation. Vampire Lords additionally restore their stack through Life Drain against eligible living creatures.
Watch for: Base Vampires lack Life Drain. Undead and non-living targets do not provide the same recovery as living armies.
Timing, specific abilities and the follow-up plan
Speed 6 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Blocks retaliation: The victim cannot make an ordinary retaliation against this creature’s strike. Other special reactions follow their own rules.
Example for 10 creatures: 50–80 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Both forms attack without retaliation. Vampire Lords additionally restore their stack through Life Drain against eligible living creatures.
Watch for: Base Vampires lack Life Drain. Undead and non-living targets do not provide the same recovery as living armies.
Timing, specific abilities and the follow-up plan
Speed 9 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Blocks retaliation: The victim cannot make an ordinary retaliation against this creature’s strike. Other special reactions follow their own rules.
Life Drain: Vampire Lords recover own health from all damage dealt to eligible living victims, including resurrection of casualties.
Example for 10 creatures: 50–80 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
10
Defense
10
Damage
5–8
Health
40
Speed
9
Shots
0
Base weekly growth
4
AI value
783
Occupied hexes
1
Cost per creature: 500 gold
Abilities and limitations
Undead
The Undead type uses separate immunity, morale, healing and life-drain rules. Distinguish Animate Dead from Resurrection.
Flying
Movement can cross obstacles. Devils and Arch Devils express this trait through teleportation; speed still determines reach.
Blocks retaliation
The victim cannot make an ordinary retaliation against this creature’s strike. Other special reactions follow their own rules.
Life Drain
Vampire Lords recover own health from all damage dealt to eligible living victims, including resurrection of casualties.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Aim Death Cloud by surrounding living units. Assess friendly undead screens and the main target under the exact area rules.
Watch for: A friendly living ally can stand beside the target. Undead status of a surrounding stack and the main-target hit use different conditions.
Timing, specific abilities and the follow-up plan
Speed 6 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Area shooting effect: The death cloud hits its main target and surrounding living creatures. Allied living stacks beside the victim can be endangered.
Example for 10 creatures: 110–130 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Aim Death Cloud by surrounding living units. Assess friendly undead screens and the main target under the exact area rules.
Watch for: A friendly living ally can stand beside the target. Undead status of a surrounding stack and the main-target hit use different conditions.
Timing, specific abilities and the follow-up plan
Speed 7 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Area shooting effect: The death cloud hits its main target and surrounding living creatures. Allied living stacks beside the victim can be endangered.
Example for 10 creatures: 110–150 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Shooter: Carries 12 shots. Ordinary shooting uses distance and melee penalties unless another trait explicitly removes one.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
13
Defense
10
Damage
11–15
Health
40
Speed
7
Shots
24
Base weekly growth
3
AI value
1079
Occupied hexes
1
Cost per creature: 600 gold
Abilities and limitations
Undead
The Undead type uses separate immunity, morale, healing and life-drain rules. Distinguish Animate Dead from Resurrection.
Shooter
Carries 24 shots. Ordinary shooting uses distance and melee penalties unless another trait explicitly removes one.
Area shooting effect
The death cloud hits its main target and surrounding living creatures. Allied living stacks beside the victim can be endangered.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Use this strong melee line to remove a focused target. Dread Knights can double damage, but the plan must not require that outcome.
Watch for: Black Knights lack the double-damage chance. Curse, double damage and undead status are separate traits.
Timing, specific abilities and the follow-up plan
Speed 7 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Curse: An eligible hit has a 25% chance to apply an effect that changes the victim’s damage under Curse rules. Matching immunities and effect conditions apply.
Example for 10 creatures: 150–300 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Double-damage chance: Has a 20% chance to double the strike’s damage. This is a random multiplier rather than a guaranteed second attack.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
16
Defense
16
Damage
15–30
Health
120
Speed
7
Shots
0
Base weekly growth
2
AI value
2087
Occupied hexes
2
Cost per creature: 1200 gold
Abilities and limitations
Undead
The Undead type uses separate immunity, morale, healing and life-drain rules. Distinguish Animate Dead from Resurrection.
Curse
An eligible hit has a 25% chance to apply an effect that changes the victim’s damage under Curse rules. Matching immunities and effect conditions apply.
Heroes connected to this creature
Sourced specialty target (1)
The reference profile names this creature as a specialty target. Compare scaling details and individual forms on the hero profile.
This is a fixed contribution to the listed attributes under the relevant hero, rather than percentage scaling by level. Base damage is per creature before further modifiers. Do not add the ordinary scaling specialties’ automatic +1 Speed; only the explicitly listed values apply.
Use this strong melee line to remove a focused target. Dread Knights can double damage, but the plan must not require that outcome.
Watch for: Black Knights lack the double-damage chance. Curse, double damage and undead status are separate traits.
Timing, specific abilities and the follow-up plan
Speed 9 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Curse: An eligible hit has a 25% chance to apply an effect that changes the victim’s damage under Curse rules. Matching immunities and effect conditions apply.
Double-damage chance: Has a 20% chance to double the strike’s damage. This is a random multiplier rather than a guaranteed second attack.
Example for 10 creatures: 150–300 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
18
Defense
18
Damage
15–30
Health
120
Speed
9
Shots
0
Base weekly growth
2
AI value
2382
Occupied hexes
2
Cost per creature: 1500 gold
Abilities and limitations
Undead
The Undead type uses separate immunity, morale, healing and life-drain rules. Distinguish Animate Dead from Resurrection.
Curse
An eligible hit has a 25% chance to apply an effect that changes the victim’s damage under Curse rules. Matching immunities and effect conditions apply.
Double-damage chance
Has a 20% chance to double the strike’s damage. This is a random multiplier rather than a guaranteed second attack.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
This is a fixed contribution to the listed attributes under the relevant hero, rather than percentage scaling by level. Base damage is per creature before further modifiers. Do not add the ordinary scaling specialties’ automatic +1 Speed; only the explicitly listed values apply.
Threaten shooters through flight while exploiting reduced enemy morale. Ghost Dragons can additionally age eligible targets.
Watch for: Bone Dragons lack Aging and living-dragon breath. A morale penalty is not universal control of undead armies.
Timing, specific abilities and the follow-up plan
Speed 9 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Morale aura: Changes enemy army morale by -1. Multiple copies of the same angelic or dragon aura do not accumulate.
Example for 10 creatures: 250–500 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Age: An eligible hit has a 20% chance to apply an effect that reduces an eligible living victim’s health by 50%. Matching immunities and effect conditions apply.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
The Undead type uses separate immunity, morale, healing and life-drain rules. Distinguish Animate Dead from Resurrection.
Dragon nature
Counts as a Dragon for matching specialties, equipment and targeted effects. The classification alone does not supply every dragon immunity.
Flying
Movement can cross obstacles. Devils and Arch Devils express this trait through teleportation; speed still determines reach.
Morale aura
Changes enemy army morale by -1. Multiple copies of the same angelic or dragon aura do not accumulate.
Slayer target
An enemy attacker buffed with Slayer gains +8 Attack against this creature from Untrained / Basic mastery. The bonus belongs to the attacker; the target’s spell immunity does not itself cancel it.
Threaten shooters through flight while exploiting reduced enemy morale. Ghost Dragons can additionally age eligible targets.
Watch for: Bone Dragons lack Aging and living-dragon breath. A morale penalty is not universal control of undead armies.
Timing, specific abilities and the follow-up plan
Speed 14 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Age: An eligible hit has a 20% chance to apply an effect that reduces an eligible living victim’s health by 50%. Matching immunities and effect conditions apply.
Morale aura: Changes enemy army morale by -1. Multiple copies of the same angelic or dragon aura do not accumulate.
Example for 10 creatures: 250–500 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
The Undead type uses separate immunity, morale, healing and life-drain rules. Distinguish Animate Dead from Resurrection.
Dragon nature
Counts as a Dragon for matching specialties, equipment and targeted effects. The classification alone does not supply every dragon immunity.
Flying
Movement can cross obstacles. Devils and Arch Devils express this trait through teleportation; speed still determines reach.
Age
An eligible hit has a 20% chance to apply an effect that reduces an eligible living victim’s health by 50%. Matching immunities and effect conditions apply.
Morale aura
Changes enemy army morale by -1. Multiple copies of the same angelic or dragon aura do not accumulate.
Slayer target
An enemy attacker buffed with Slayer gains +8 Attack against this creature from Untrained / Basic mastery. The bonus belongs to the attacker; the target’s spell immunity does not itself cancel it.
Support this numerous melee core with a route to its target and a suitable commander. Use innate blindness protection against the relevant spell.
Watch for: Blindness does not grant immunity to every mind spell. A cheap individual does not make losing the whole opening stack free.
Timing, specific abilities and the follow-up plan
Speed 4 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Spell interaction: Blind: Resists Blind specifically. This does not automatically extend the immunity to an entire magic school.
Spell interaction: Stone Gaze: Resists Stone Gaze specifically. This does not automatically extend the immunity to an entire magic school.
Example for 10 creatures: 10–30 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Support this numerous melee core with a route to its target and a suitable commander. Use innate blindness protection against the relevant spell.
Watch for: Blindness does not grant immunity to every mind spell. A cheap individual does not make losing the whole opening stack free.
Timing, specific abilities and the follow-up plan
Speed 5 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Spell interaction: Blind: Resists Blind specifically. This does not automatically extend the immunity to an entire magic school.
Spell interaction: Stone Gaze: Resists Stone Gaze specifically. This does not automatically extend the immunity to an entire magic school.
Example for 10 creatures: 10–30 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
5
Defense
4
Damage
1–3
Health
6
Speed
5
Shots
0
Base weekly growth
14
AI value
84
Occupied hexes
1
Cost per creature: 65 gold
Abilities and limitations
Spell interaction: Blind
Resists Blind specifically. This does not automatically extend the immunity to an entire magic school.
Spell interaction: Stone Gaze
Resists Stone Gaze specifically. This does not automatically extend the immunity to an entire magic school.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Attack from a position safe to return to. Harpy Hags additionally prevent ordinary retaliation, improving small melee strikes.
Watch for: Base Harpies can receive retaliation. Returning to the starting position does not protect against later shots or spells.
Timing, specific abilities and the follow-up plan
Speed 6 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Return after strike: Returns to its starting hex after striking where possible. Return alone does not prevent retaliation; Harpy Hags gain that protection from another trait.
Example for 10 creatures: 10–40 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Blocks retaliation: The victim cannot make an ordinary retaliation against this creature’s strike. Other special reactions follow their own rules.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
6
Defense
5
Damage
1–4
Health
14
Speed
6
Shots
0
Base weekly growth
8
AI value
154
Occupied hexes
1
Cost per creature: 130 gold
Abilities and limitations
Flying
Movement can cross obstacles. Devils and Arch Devils express this trait through teleportation; speed still determines reach.
Return after strike
Returns to its starting hex after striking where possible. Return alone does not prevent retaliation; Harpy Hags gain that protection from another trait.
Heroes connected to this creature
Sourced specialty target (1)
The reference profile names this creature as a specialty target. Compare scaling details and individual forms on the hero profile.
Attack from a position safe to return to. Harpy Hags additionally prevent ordinary retaliation, improving small melee strikes.
Watch for: Base Harpies can receive retaliation. Returning to the starting position does not protect against later shots or spells.
Timing, specific abilities and the follow-up plan
Speed 9 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Return after strike: Returns to its starting hex after striking where possible. Return alone does not prevent retaliation; Harpy Hags gain that protection from another trait.
Blocks retaliation: The victim cannot make an ordinary retaliation against this creature’s strike. Other special reactions follow their own rules.
Example for 10 creatures: 10–40 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
6
Defense
6
Damage
1–4
Health
14
Speed
9
Shots
0
Base weekly growth
8
AI value
238
Occupied hexes
1
Cost per creature: 170 gold
Abilities and limitations
Flying
Movement can cross obstacles. Devils and Arch Devils express this trait through teleportation; speed still determines reach.
Return after strike
Returns to its starting hex after striking where possible. Return alone does not prevent retaliation; Harpy Hags gain that protection from another trait.
Blocks retaliation
The victim cannot make an ordinary retaliation against this creature’s strike. Other special reactions follow their own rules.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Keep this ranged support in usable line of sight. No Melee Penalty improves forced melee when the enemy engages it.
Watch for: The eye name does not automatically grant curses or petrification. It still takes actual enemy hits in melee.
Timing, specific abilities and the follow-up plan
Speed 5 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
No melee penalty: A shooter does not lose the usual half damage when fighting in melee. Range and ammunition remain separate considerations.
Example for 10 creatures: 30–50 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Keep this ranged support in usable line of sight. No Melee Penalty improves forced melee when the enemy engages it.
Watch for: The eye name does not automatically grant curses or petrification. It still takes actual enemy hits in melee.
Timing, specific abilities and the follow-up plan
Speed 7 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
No melee penalty: A shooter does not lose the usual half damage when fighting in melee. Range and ammunition remain separate considerations.
Example for 10 creatures: 30–50 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Shooter: Carries 12 shots. Ordinary shooting uses distance and melee penalties unless another trait explicitly removes one.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
10
Defense
8
Damage
3–5
Health
22
Speed
7
Shots
24
Base weekly growth
7
AI value
367
Occupied hexes
1
Cost per creature: 280 gold
Abilities and limitations
Shooter
Carries 24 shots. Ordinary shooting uses distance and melee penalties unless another trait explicitly removes one.
No melee penalty
A shooter does not lose the usual half damage when fighting in melee. Range and ammunition remain separate considerations.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Shoot an important target while accounting for viable melee without the usual shooter penalty. Petrification can change the next target choice.
Watch for: Petrification is not guaranteed. After it triggers, check whether a follow-up hit prematurely ends useful control.
Timing, specific abilities and the follow-up plan
Speed 5 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
No melee penalty: A shooter does not lose the usual half damage when fighting in melee. Range and ammunition remain separate considerations.
Stone Gaze: An eligible hit has a 20% chance to apply an effect that disables the victim; another attack breaks the stone state and interacts with its damage protection. Matching immunities and effect conditions apply.
Example for 10 creatures: 60–80 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Shooter: Carries 8 shots. Ordinary shooting uses distance and melee penalties unless another trait explicitly removes one.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
9
Defense
9
Damage
6–8
Health
25
Speed
5
Shots
4
Base weekly growth
4
AI value
517
Occupied hexes
2
Cost per creature: 300 gold
Abilities and limitations
Shooter
Carries 4 shots. Ordinary shooting uses distance and melee penalties unless another trait explicitly removes one.
No melee penalty
A shooter does not lose the usual half damage when fighting in melee. Range and ammunition remain separate considerations.
Stone Gaze
An eligible hit has a 20% chance to apply an effect that disables the victim; another attack breaks the stone state and interacts with its damage protection. Matching immunities and effect conditions apply.
Shoot an important target while accounting for viable melee without the usual shooter penalty. Petrification can change the next target choice.
Watch for: Petrification is not guaranteed. After it triggers, check whether a follow-up hit prematurely ends useful control.
Timing, specific abilities and the follow-up plan
Speed 6 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
No melee penalty: A shooter does not lose the usual half damage when fighting in melee. Range and ammunition remain separate considerations.
Stone Gaze: An eligible hit has a 20% chance to apply an effect that disables the victim; another attack breaks the stone state and interacts with its damage protection. Matching immunities and effect conditions apply.
Example for 10 creatures: 60–80 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Shooter: Carries 4 shots. Ordinary shooting uses distance and melee penalties unless another trait explicitly removes one.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
10
Defense
10
Damage
6–8
Health
30
Speed
6
Shots
8
Base weekly growth
4
AI value
577
Occupied hexes
2
Cost per creature: 330 gold
Abilities and limitations
Shooter
Carries 8 shots. Ordinary shooting uses distance and melee penalties unless another trait explicitly removes one.
No melee penalty
A shooter does not lose the usual half damage when fighting in melee. Range and ammunition remain separate considerations.
Stone Gaze
An eligible hit has a 20% chance to apply an effect that disables the victim; another attack breaks the stone state and interacts with its damage protection. Matching immunities and effect conditions apply.
Plan melee pressure around reach and the creature’s own morale trait. A bonus action matters only with a target and space to use it.
Watch for: Minotaurs do not automatically grant the same morale bonus to the whole army. Do not assume a bonus action is guaranteed.
Timing, specific abilities and the follow-up plan
Speed 6 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Own minimum morale: The Minotaur keeps its own morale at least +1. This does not grant an angel-style morale bonus to the entire army.
Example for 10 creatures: 120–200 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Plan melee pressure around reach and the creature’s own morale trait. A bonus action matters only with a target and space to use it.
Watch for: Minotaurs do not automatically grant the same morale bonus to the whole army. Do not assume a bonus action is guaranteed.
Timing, specific abilities and the follow-up plan
Speed 8 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Own minimum morale: The Minotaur keeps its own morale at least +1. This does not grant an angel-style morale bonus to the entire army.
Example for 10 creatures: 120–200 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
15
Defense
15
Damage
12–20
Health
50
Speed
8
Shots
0
Base weekly growth
3
AI value
1068
Occupied hexes
1
Cost per creature: 575 gold
Abilities and limitations
Own minimum morale
The Minotaur keeps its own morale at least +1. This does not grant an angel-style morale bonus to the entire army.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Use flight to pressure distant targets. Scorpicores can add paralysis, preparing a safer follow-up action.
Watch for: Manticores lack that control. The attack must remain acceptable if the random effect fails or immunity blocks it.
Timing, specific abilities and the follow-up plan
Speed 7 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Example for 10 creatures: 140–200 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Paralyze: An eligible hit has a 20% chance to apply an effect that disables the victim until the effect is broken. Matching immunities and effect conditions apply.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
15
Defense
13
Damage
14–20
Health
80
Speed
7
Shots
0
Base weekly growth
2
AI value
1547
Occupied hexes
2
Cost per creature: 850 gold
Abilities and limitations
Flying
Movement can cross obstacles. Devils and Arch Devils express this trait through teleportation; speed still determines reach.
Heroes connected to this creature
Sourced specialty target (1)
The reference profile names this creature as a specialty target. Compare scaling details and individual forms on the hero profile.
Use flight to pressure distant targets. Scorpicores can add paralysis, preparing a safer follow-up action.
Watch for: Manticores lack that control. The attack must remain acceptable if the random effect fails or immunity blocks it.
Timing, specific abilities and the follow-up plan
Speed 11 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Paralyze: An eligible hit has a 20% chance to apply an effect that disables the victim until the effect is broken. Matching immunities and effect conditions apply.
Example for 10 creatures: 140–200 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
16
Defense
14
Damage
14–20
Health
80
Speed
11
Shots
0
Base weekly growth
2
AI value
1589
Occupied hexes
2
Cost per creature: 1050 gold
Abilities and limitations
Flying
Movement can cross obstacles. Devils and Arch Devils express this trait through teleportation; speed still determines reach.
Paralyze
An eligible hit has a 20% chance to apply an effect that disables the victim until the effect is broken. Matching immunities and effect conditions apply.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Check the breath line and free landing space. Account for Black Dragons’ spell-level immunity when planning friendly support too.
Watch for: Red Dragons do not share Black Dragons’ full immunity range. Breath can hit an ally behind the target.
Timing, specific abilities and the follow-up plan
Speed 11 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Two hex attack breath: Breath strikes the main victim and the creature directly behind it. Check that second hex for an allied stack before attacking.
Spell immunity through tier 3: Normally unaffected by spells of tiers 1–3. Evaluate special artifacts that alter immunities separately.
Example for 10 creatures: 400–500 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Counts as a Dragon for matching specialties, equipment and targeted effects. The classification alone does not supply every dragon immunity.
Skeleton transformer target
Has a special Skeleton Transformer conversion into Bone Dragons, distinct from the ordinary Skeleton conversion of other creatures.
Flying
Movement can cross obstacles. Devils and Arch Devils express this trait through teleportation; speed still determines reach.
Two hex attack breath
Breath strikes the main victim and the creature directly behind it. Check that second hex for an allied stack before attacking.
Spell immunity through tier 3
Normally unaffected by spells of tiers 1–3. Evaluate special artifacts that alter immunities separately.
Slayer target
An enemy attacker buffed with Slayer gains +8 Attack against this creature from Untrained / Basic mastery. The bonus belongs to the attacker; the target’s spell immunity does not itself cancel it.
Check the breath line and free landing space. Account for Black Dragons’ spell-level immunity when planning friendly support too.
Watch for: Red Dragons do not share Black Dragons’ full immunity range. Breath can hit an ally behind the target.
Timing, specific abilities and the follow-up plan
Speed 15 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Two hex attack breath: Breath strikes the main victim and the creature directly behind it. Check that second hex for an allied stack before attacking.
Spell immunity through tier 5: Normally unaffected by spells of tiers 1–5. Evaluate special artifacts that alter immunities separately.
Example for 10 creatures: 400–500 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Counts as a Dragon for matching specialties, equipment and targeted effects. The classification alone does not supply every dragon immunity.
Skeleton transformer target
Has a special Skeleton Transformer conversion into Bone Dragons, distinct from the ordinary Skeleton conversion of other creatures.
Flying
Movement can cross obstacles. Devils and Arch Devils express this trait through teleportation; speed still determines reach.
Two hex attack breath
Breath strikes the main victim and the creature directly behind it. Check that second hex for an allied stack before attacking.
Spell immunity through tier 5
Normally unaffected by spells of tiers 1–5. Evaluate special artifacts that alter immunities separately.
Slayer target
An enemy attacker buffed with Slayer gains +8 Attack against this creature from Untrained / Basic mastery. The bonus belongs to the attacker; the target’s spell immunity does not itself cancel it.
Hatred: Titan
Gains 50% extra base damage against Titan. The bonus targets that specific creature type.
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.
Use numerous opening infantry to finish reachable targets and screen shooters. Compare the upgrade by expedition speed too.
Watch for: Do not assume a special double strike or fear effect. Casualties matter even for cheap creatures.
Timing, specific abilities and the follow-up plan
Speed 5 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Example for 10 creatures: 10–20 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Use numerous opening infantry to finish reachable targets and screen shooters. Compare the upgrade by expedition speed too.
Watch for: Do not assume a special double strike or fear effect. Casualties matter even for cheap creatures.
Timing, specific abilities and the follow-up plan
Speed 7 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Example for 10 creatures: 10–20 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
5
Defense
3
Damage
1–2
Health
5
Speed
7
Shots
0
Base weekly growth
15
AI value
78
Occupied hexes
1
Cost per creature: 50 gold
Abilities and limitations
No additional special ability in the reference table.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Use Wolf Raiders where enough strength remains after retaliation for the second strike. Screening and target choice reduce opening casualties.
Watch for: Wolf Riders use an ordinary attack. Twice the base range is not automatically the actual exchange damage.
Timing, specific abilities and the follow-up plan
Speed 6 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Example for 10 creatures: 20–40 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Use Wolf Raiders where enough strength remains after retaliation for the second strike. Screening and target choice reduce opening casualties.
Watch for: Wolf Riders use an ordinary attack. Twice the base range is not automatically the actual exchange damage.
Timing, specific abilities and the follow-up plan
Speed 8 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Additional strike: Adds 1 further strike(s), rather than a complete new turn with extra movement.
Example for 10 creatures: 30–40 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
8
Defense
5
Damage
3–4
Health
10
Speed
8
Shots
0
Base weekly growth
9
AI value
203
Occupied hexes
2
Cost per creature: 140 gold
Abilities and limitations
Additional strike
Adds 1 further strike(s), rather than a complete new turn with extra movement.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Contribute ranged fire to a focused target and keep enemy contact away with infantry. Compare more shooters with a faster offensive line.
Watch for: The upgrade does not remove every shooting penalty. An engaged stack does not gain a shot merely by having ammunition.
Timing, specific abilities and the follow-up plan
Speed 4 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Example for 10 creatures: 20–50 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Contribute ranged fire to a focused target and keep enemy contact away with infantry. Compare more shooters with a faster offensive line.
Watch for: The upgrade does not remove every shooting penalty. An engaged stack does not gain a shot merely by having ammunition.
Timing, specific abilities and the follow-up plan
Speed 5 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Example for 10 creatures: 20–50 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Shooter: Carries 12 shots. Ordinary shooting uses distance and melee penalties unless another trait explicitly removes one.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
8
Defense
4
Damage
2–5
Health
20
Speed
5
Shots
24
Base weekly growth
7
AI value
240
Occupied hexes
1
Cost per creature: 165 gold
Abilities and limitations
Shooter
Carries 24 shots. Ordinary shooting uses distance and melee penalties unless another trait explicitly removes one.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Ogre Magi can support a melee ally with Bloodlust instead of attacking. Buff a stack that will actually hit during the duration.
Watch for: Base Ogres cannot cast. A melee buff does not automatically improve shooting or movement reach.
Timing, specific abilities and the follow-up plan
Speed 4 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Example for 10 creatures: 60–120 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Cast: Bloodlust: Can use Bloodlust at reference mastery 2. Cast count and creature-count scaling are listed separately.
Creature uses: The stack has 3 spell use(s) during the battle. More creatures do not automatically multiply the activation count.
Enchantment duration: This creature’s support magic has a baseline duration of 6 rounds, rather than automatically inheriting its accompanying hero’s Spell Power.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
13
Defense
7
Damage
6–12
Health
40
Speed
4
Shots
0
Base weekly growth
4
AI value
416
Occupied hexes
1
Cost per creature: 300 gold
Abilities and limitations
No additional special ability in the reference table.
Heroes connected to this creature
Sourced specialty target (3)
The reference profile names this creature as a specialty target. Compare scaling details and individual forms on the hero profile.
Ogre Magi can support a melee ally with Bloodlust instead of attacking. Buff a stack that will actually hit during the duration.
Watch for: Base Ogres cannot cast. A melee buff does not automatically improve shooting or movement reach.
Timing, specific abilities and the follow-up plan
Speed 5 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Cast: Bloodlust: Can use Bloodlust at reference mastery 2. Cast count and creature-count scaling are listed separately.
Creature uses: The stack has 3 spell use(s) during the battle. More creatures do not automatically multiply the activation count.
Example for 10 creatures: 60–120 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
13
Defense
7
Damage
6–12
Health
60
Speed
5
Shots
0
Base weekly growth
4
AI value
672
Occupied hexes
1
Cost per creature: 400 gold
Abilities and limitations
Cast: Bloodlust
Can use Bloodlust at reference mastery 2. Cast count and creature-count scaling are listed separately.
Creature uses
The stack has 3 spell use(s) during the battle. More creatures do not automatically multiply the activation count.
Enchantment duration
This creature’s support magic has a baseline duration of 6 rounds, rather than automatically inheriting its accompanying hero’s Spell Power.
Heroes connected to this creature
Normal upgrade of the specialty line (3)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Use flying pressure against distant shooters or to finish a target. Thunderbirds add a chance of a separate lightning effect.
Watch for: Rocs lack lightning. The Thunderbird’s magical component has separate restrictions; the whole attack is not simply physical damage.
Timing, specific abilities and the follow-up plan
Speed 7 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Example for 10 creatures: 110–150 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Thunderbolt: An eligible hit has a 20% chance to apply an effect that adds special lightning damage scaled to attacker count. Matching immunities and effect conditions apply.
Effect scaling: Thunderbolt: Reference Thunderbolt strength is 10 per casting creature. Summon Demons is also limited by the available corpse and its health.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
13
Defense
11
Damage
11–15
Health
60
Speed
7
Shots
0
Base weekly growth
3
AI value
1027
Occupied hexes
2
Cost per creature: 600 gold
Abilities and limitations
Flying
Movement can cross obstacles. Devils and Arch Devils express this trait through teleportation; speed still determines reach.
Heroes connected to this creature
Sourced specialty target (1)
The reference profile names this creature as a specialty target. Compare scaling details and individual forms on the hero profile.
Use flying pressure against distant shooters or to finish a target. Thunderbirds add a chance of a separate lightning effect.
Watch for: Rocs lack lightning. The Thunderbird’s magical component has separate restrictions; the whole attack is not simply physical damage.
Timing, specific abilities and the follow-up plan
Speed 11 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Thunderbolt: An eligible hit has a 20% chance to apply an effect that adds special lightning damage scaled to attacker count. Matching immunities and effect conditions apply.
Effect scaling: Thunderbolt: Reference Thunderbolt strength is 10 per casting creature. Summon Demons is also limited by the available corpse and its health.
Example for 10 creatures: 110–150 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
13
Defense
11
Damage
11–15
Health
60
Speed
11
Shots
0
Base weekly growth
3
AI value
1106
Occupied hexes
2
Cost per creature: 700 gold
Abilities and limitations
Flying
Movement can cross obstacles. Devils and Arch Devils express this trait through teleportation; speed still determines reach.
Thunderbolt
An eligible hit has a 20% chance to apply an effect that adds special lightning damage scaled to attacker count. Matching immunities and effect conditions apply.
Effect scaling: Thunderbolt
Reference Thunderbolt strength is 10 per casting creature. Summon Demons is also limited by the available corpse and its health.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Compare firing at troops with helping against walls. Cyclops Kings add a further siege-target shot.
Watch for: This is not automatically the Heroes IV Cyclops’s area shot. Wall destruction and creature damage use different targets.
Timing, specific abilities and the follow-up plan
Speed 6 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Catapult: Can target fortifications during a siege. Wall hits use siege-attack rules rather than ordinary creature damage.
Example for 10 creatures: 160–200 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Compare firing at troops with helping against walls. Cyclops Kings add a further siege-target shot.
Watch for: This is not automatically the Heroes IV Cyclops’s area shot. Wall destruction and creature damage use different targets.
Timing, specific abilities and the follow-up plan
Speed 8 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Catapult: Can target fortifications during a siege. Wall hits use siege-attack rules rather than ordinary creature damage.
Extra wall shot: Adds 1 further wall shot during a siege attack. Ordinary creature-attack ammunition remains a separate value.
Example for 10 creatures: 160–200 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Shooter: Carries 16 shots. Ordinary shooting uses distance and melee penalties unless another trait explicitly removes one.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
17
Defense
13
Damage
16–20
Health
70
Speed
8
Shots
24
Base weekly growth
2
AI value
1443
Occupied hexes
1
Cost per creature: 1100 gold
Abilities and limitations
Shooter
Carries 24 shots. Ordinary shooting uses distance and melee penalties unless another trait explicitly removes one.
Catapult
Can target fortifications during a siege. Wall hits use siege-attack rules rather than ordinary creature damage.
Extra wall shot
Adds 1 further wall shot during a siege attack. Ordinary creature-attack ammunition remains a separate value.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Pressure a durable reachable target in melee. Partial defense bypass matters according to actual enemy Defense and other attack modifiers.
Watch for: Forty or eighty percent Defense bypass is not the same percentage of extra final damage. The stack still needs to reach its target.
Timing, specific abilities and the follow-up plan
Speed 6 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Defense bypass: Ignores 40% of target defense when striking. That percentage does not directly equal the resulting percentage increase in damage.
Example for 10 creatures: 300–500 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Ignores 40% of target defense when striking. That percentage does not directly equal the resulting percentage increase in damage.
Slayer target
An enemy attacker buffed with Slayer gains +8 Attack against this creature from Untrained / Basic mastery. The bonus belongs to the attacker; the target’s spell immunity does not itself cancel it.
Heroes connected to this creature
Fixed bonus for a specific recruitment line (1)
This is a fixed contribution to the listed attributes under the relevant hero, rather than percentage scaling by level. Base damage is per creature before further modifiers. Do not add the ordinary scaling specialties’ automatic +1 Speed; only the explicitly listed values apply.
Pressure a durable reachable target in melee. Partial defense bypass matters according to actual enemy Defense and other attack modifiers.
Watch for: Forty or eighty percent Defense bypass is not the same percentage of extra final damage. The stack still needs to reach its target.
Timing, specific abilities and the follow-up plan
Speed 9 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Defense bypass: Ignores 80% of target defense when striking. That percentage does not directly equal the resulting percentage increase in damage.
Example for 10 creatures: 300–500 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Ignores 80% of target defense when striking. That percentage does not directly equal the resulting percentage increase in damage.
Slayer target
An enemy attacker buffed with Slayer gains +8 Attack against this creature from Untrained / Basic mastery. The bonus belongs to the attacker; the target’s spell immunity does not itself cancel it.
Heroes connected to this creature
Fixed bonus for a specific recruitment line (1)
This is a fixed contribution to the listed attributes under the relevant hero, rather than percentage scaling by level. Base damage is per creature before further modifiers. Do not add the ordinary scaling specialties’ automatic +1 Speed; only the explicitly listed values apply.
Screen opening Lizardmen and hold reachable contact. Stack size and an actual route matter more than the upgrade’s name.
Watch for: Do not import special attacks from other games. A long chase leaves shooters unprotected.
Timing, specific abilities and the follow-up plan
Speed 4 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Example for 10 creatures: 20–30 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Screen opening Lizardmen and hold reachable contact. Stack size and an actual route matter more than the upgrade’s name.
Watch for: Do not import special attacks from other games. A long chase leaves shooters unprotected.
Timing, specific abilities and the follow-up plan
Speed 5 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Example for 10 creatures: 20–30 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
4
Defense
6
Damage
2–3
Health
6
Speed
5
Shots
0
Base weekly growth
12
AI value
90
Occupied hexes
1
Cost per creature: 70 gold
Abilities and limitations
No additional special ability in the reference table.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Secure shooting behind Fortress’s defensive core. Compare the upgrade with investing in the fast Dragon Fly line.
Watch for: Shooting and town defense solve different problems. Do not leave the stack easily exposed to flyers or spells.
Timing, specific abilities and the follow-up plan
Speed 4 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Example for 10 creatures: 20–30 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Secure shooting behind Fortress’s defensive core. Compare the upgrade with investing in the fast Dragon Fly line.
Watch for: Shooting and town defense solve different problems. Do not leave the stack easily exposed to flyers or spells.
Timing, specific abilities and the follow-up plan
Speed 5 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Example for 10 creatures: 20–50 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Shooter: Carries 12 shots. Ordinary shooting uses distance and melee penalties unless another trait explicitly removes one.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
6
Defense
8
Damage
2–5
Health
15
Speed
5
Shots
24
Base weekly growth
9
AI value
156
Occupied hexes
1
Cost per creature: 140 gold
Abilities and limitations
Shooter
Carries 24 shots. Ordinary shooting uses distance and melee penalties unless another trait explicitly removes one.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Use a fast strike to disrupt enemies and remove beneficial effects. Dragon Flies additionally weaken the target with Weakness.
Watch for: Base Serpent Flies lack the upgrade’s full effects. Compare future damage denied with the cost of losing the fast stack.
Timing, specific abilities and the follow-up plan
Speed 9 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Dispel helpful effects: An eligible hit has a 100% chance to apply an effect that dispels the victim’s beneficial spells. Matching immunities and effect conditions apply.
Example for 10 creatures: 20–50 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Weakness: An eligible hit has a 100% chance to apply an effect that lowers the victim’s attack under Weakness rules. Matching immunities and effect conditions apply.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
7
Defense
9
Damage
2–5
Health
20
Speed
9
Shots
0
Base weekly growth
8
AI value
268
Occupied hexes
1
Cost per creature: 220 gold
Abilities and limitations
Flying
Movement can cross obstacles. Devils and Arch Devils express this trait through teleportation; speed still determines reach.
Dispel helpful effects
An eligible hit has a 100% chance to apply an effect that dispels the victim’s beneficial spells. Matching immunities and effect conditions apply.
Heroes connected to this creature
Sourced specialty target (1)
The reference profile names this creature as a specialty target. Compare scaling details and individual forms on the hero profile.
Use a fast strike to disrupt enemies and remove beneficial effects. Dragon Flies additionally weaken the target with Weakness.
Watch for: Base Serpent Flies lack the upgrade’s full effects. Compare future damage denied with the cost of losing the fast stack.
Timing, specific abilities and the follow-up plan
Speed 13 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Dispel helpful effects: An eligible hit has a 100% chance to apply an effect that dispels the victim’s beneficial spells. Matching immunities and effect conditions apply.
Weakness: An eligible hit has a 100% chance to apply an effect that lowers the victim’s attack under Weakness rules. Matching immunities and effect conditions apply.
Example for 10 creatures: 20–50 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
8
Defense
10
Damage
2–5
Health
20
Speed
13
Shots
0
Base weekly growth
8
AI value
312
Occupied hexes
1
Cost per creature: 240 gold
Abilities and limitations
Flying
Movement can cross obstacles. Devils and Arch Devils express this trait through teleportation; speed still determines reach.
Dispel helpful effects
An eligible hit has a 100% chance to apply an effect that dispels the victim’s beneficial spells. Matching immunities and effect conditions apply.
Weakness
An eligible hit has a 100% chance to apply an effect that lowers the victim’s attack under Weakness rules. Matching immunities and effect conditions apply.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Use petrification to inform the next decision after a melee hit. Approach while supporting the slower army.
Watch for: The effect is random and another hit can end control. Do not base the entire defense on guaranteed petrification.
Timing, specific abilities and the follow-up plan
Speed 5 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Stone Gaze: An eligible hit has a 20% chance to apply an effect that disables the victim; another attack breaks the stone state and interacts with its damage protection. Matching immunities and effect conditions apply.
Example for 10 creatures: 60–100 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
11
Defense
11
Damage
6–10
Health
35
Speed
5
Shots
0
Base weekly growth
4
AI value
552
Occupied hexes
2
Cost per creature: 325 gold
Abilities and limitations
Stone Gaze
An eligible hit has a 20% chance to apply an effect that disables the victim; another attack breaks the stone state and interacts with its damage protection. Matching immunities and effect conditions apply.
Heroes connected to this creature
Sourced specialty target (1)
The reference profile names this creature as a specialty target. Compare scaling details and individual forms on the hero profile.
Use petrification to inform the next decision after a melee hit. Approach while supporting the slower army.
Watch for: The effect is random and another hit can end control. Do not base the entire defense on guaranteed petrification.
Timing, specific abilities and the follow-up plan
Speed 7 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Stone Gaze: An eligible hit has a 20% chance to apply an effect that disables the victim; another attack breaks the stone state and interacts with its damage protection. Matching immunities and effect conditions apply.
Example for 10 creatures: 60–100 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
12
Defense
12
Damage
6–10
Health
40
Speed
7
Shots
0
Base weekly growth
4
AI value
714
Occupied hexes
2
Cost per creature: 400 gold
Abilities and limitations
Stone Gaze
An eligible hit has a 20% chance to apply an effect that disables the victim; another attack breaks the stone state and interacts with its damage protection. Matching immunities and effect conditions apply.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Mighty Gorgons are useful against small numbers of valuable living creatures through Death Stare. Evaluate ordinary melee damage and direct kills separately.
Watch for: Base Gorgons lack Death Stare. Results are random and capped by Gorgon numbers; they do not guarantee removing any living top-tier stack.
Timing, specific abilities and the follow-up plan
Speed 5 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Example for 10 creatures: 120–160 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Death Stare: After a melee hit, adds direct kills against living creatures. Each Mighty Gorgon contributes a 10% random trial, with total kills capped at the gorgon count divided by ten and rounded up.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
10
Defense
14
Damage
12–16
Health
70
Speed
5
Shots
0
Base weekly growth
3
AI value
890
Occupied hexes
2
Cost per creature: 525 gold
Abilities and limitations
No additional special ability in the reference table.
Heroes connected to this creature
Sourced specialty target (1)
The reference profile names this creature as a specialty target. Compare scaling details and individual forms on the hero profile.
Mighty Gorgons are useful against small numbers of valuable living creatures through Death Stare. Evaluate ordinary melee damage and direct kills separately.
Watch for: Base Gorgons lack Death Stare. Results are random and capped by Gorgon numbers; they do not guarantee removing any living top-tier stack.
Timing, specific abilities and the follow-up plan
Speed 6 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Death Stare: After a melee hit, adds direct kills against living creatures. Each Mighty Gorgon contributes a 10% random trial, with total kills capped at the gorgon count divided by ten and rounded up.
Example for 10 creatures: 120–160 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
11
Defense
16
Damage
12–16
Health
70
Speed
6
Shots
0
Base weekly growth
3
AI value
1028
Occupied hexes
2
Cost per creature: 600 gold
Abilities and limitations
Death Stare
After a melee hit, adds direct kills against living creatures. Each Mighty Gorgon contributes a 10% random trial, with total kills capped at the gorgon count divided by ten and rounded up.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Use this fast flying line against reachable weak targets or shooters. With Wyvern Monarchs compare potential Poison with the remaining fight duration.
Watch for: Base Wyverns lack the upgrade’s Poison. Poison may add little against a target that needs removing this round.
Timing, specific abilities and the follow-up plan
Speed 7 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Example for 10 creatures: 140–180 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Poison: An eligible hit has a 30% chance to apply an effect that progressively reduces eligible target health rather than delivering a fixed direct hit. Matching immunities and effect conditions apply.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
14
Defense
14
Damage
14–18
Health
70
Speed
7
Shots
0
Base weekly growth
2
AI value
1350
Occupied hexes
2
Cost per creature: 800 gold
Abilities and limitations
Flying
Movement can cross obstacles. Devils and Arch Devils express this trait through teleportation; speed still determines reach.
Heroes connected to this creature
Sourced specialty target (1)
The reference profile names this creature as a specialty target. Compare scaling details and individual forms on the hero profile.
Use this fast flying line against reachable weak targets or shooters. With Wyvern Monarchs compare potential Poison with the remaining fight duration.
Watch for: Base Wyverns lack the upgrade’s Poison. Poison may add little against a target that needs removing this round.
Timing, specific abilities and the follow-up plan
Speed 11 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Poison: An eligible hit has a 30% chance to apply an effect that progressively reduces eligible target health rather than delivering a fixed direct hit. Matching immunities and effect conditions apply.
Example for 10 creatures: 180–220 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
14
Defense
14
Damage
18–22
Health
70
Speed
11
Shots
0
Base weekly growth
2
AI value
1518
Occupied hexes
2
Cost per creature: 1100 gold
Abilities and limitations
Flying
Movement can cross obstacles. Devils and Arch Devils express this trait through teleportation; speed still determines reach.
Poison
An eligible hit has a 30% chance to apply an effect that progressively reduces eligible target health rather than delivering a fixed direct hit. Matching immunities and effect conditions apply.
Heroes connected to this creature
Normal upgrade of the specialty line (1)
The normal upgrade belongs to the same specialty line in the pinned VCMI reference. Gelu’s and Dracon’s special conversions are separate from its normal upgrades.
Seek a reachable position beside several enemies and exploit area melee without retaliation. Screening or an acquired movement spell can enable a better hit.
Watch for: Multiple heads do not solve a slow approach. Compare multiple targets with the threats remaining after the attack.
Timing, specific abilities and the follow-up plan
Speed 5 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Attacks all adjacent: The melee attack hits every adjacent enemy stack. Positioning determines how many targets can be struck simultaneously.
Blocks retaliation: The victim cannot make an ordinary retaliation against this creature’s strike. Other special reactions follow their own rules.
Example for 10 creatures: 250–450 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
The melee attack hits every adjacent enemy stack. Positioning determines how many targets can be struck simultaneously.
Skeleton transformer target
Has a special Skeleton Transformer conversion into Bone Dragons, distinct from the ordinary Skeleton conversion of other creatures.
Blocks retaliation
The victim cannot make an ordinary retaliation against this creature’s strike. Other special reactions follow their own rules.
Slayer target
An enemy attacker buffed with Slayer gains +8 Attack against this creature from Untrained / Basic mastery. The bonus belongs to the attacker; the target’s spell immunity does not itself cancel it.
Seek a reachable position beside several enemies and exploit area melee without retaliation. Screening or an acquired movement spell can enable a better hit.
Watch for: Multiple heads do not solve a slow approach. Compare multiple targets with the threats remaining after the attack.
Timing, specific abilities and the follow-up plan
Speed 7 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Attacks all adjacent: The melee attack hits every adjacent enemy stack. Positioning determines how many targets can be struck simultaneously.
Blocks retaliation: The victim cannot make an ordinary retaliation against this creature’s strike. Other special reactions follow their own rules.
Example for 10 creatures: 250–450 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
The melee attack hits every adjacent enemy stack. Positioning determines how many targets can be struck simultaneously.
Skeleton transformer target
Has a special Skeleton Transformer conversion into Bone Dragons, distinct from the ordinary Skeleton conversion of other creatures.
Blocks retaliation
The victim cannot make an ordinary retaliation against this creature’s strike. Other special reactions follow their own rules.
Slayer target
An enemy attacker buffed with Slayer gains +8 Attack against this creature from Untrained / Basic mastery. The bonus belongs to the attacker; the target’s spell immunity does not itself cancel it.
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.
Sprites combine flight with no retaliation for safer small strikes. Compare starting and ending positions with enemy reach.
Watch for: Base Pixies do not prevent retaliation. Small stacks must not expose friendly shooters without compensation.
Timing, specific abilities and the follow-up plan
Speed 7 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Example for 10 creatures: 10–20 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Sprites combine flight with no retaliation for safer small strikes. Compare starting and ending positions with enemy reach.
Watch for: Base Pixies do not prevent retaliation. Small stacks must not expose friendly shooters without compensation.
Timing, specific abilities and the follow-up plan
Speed 9 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Blocks retaliation: The victim cannot make an ordinary retaliation against this creature’s strike. Other special reactions follow their own rules.
Example for 10 creatures: 10–30 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Storm Elementals add shooting while Air Elementals fight in melee. Reassess deployment and screening when upgrading.
Watch for: Innate immunities are not universal magic protection. Check the lightning-related vulnerabilities listed on the profile.
Timing, specific abilities and the follow-up plan
Speed 7 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Mind immunity: Resists spells and effects classified as mind-affecting. This does not establish immunity to every spell.
Spell interaction: Meteor Shower: Resists Meteor Shower specifically. This does not automatically extend the immunity to an entire magic school.
Example for 10 creatures: 20–80 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Shooter: Carries 24 shots. Ordinary shooting uses distance and melee penalties unless another trait explicitly removes one.
Cast: Protection from Air: Can use Protection from Air at reference mastery 2. Cast count and creature-count scaling are listed separately.
Enchantment duration: This creature’s support magic has a baseline duration of 6 rounds, rather than automatically inheriting its accompanying hero’s Spell Power.
Creature uses: The stack has 3 spell use(s) during the battle. More creatures do not automatically multiply the activation count.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
9
Defense
9
Damage
2–8
Health
25
Speed
7
Shots
0
Base weekly growth
6
AI value
356
Occupied hexes
1
Cost per creature: 250 gold
Abilities and limitations
Non living
This nonliving classification changes eligibility for healing, life drain and other effects targeting living victims.
Mind immunity
Resists spells and effects classified as mind-affecting. This does not establish immunity to every spell.
Spell interaction: Meteor Shower
Resists Meteor Shower specifically. This does not automatically extend the immunity to an entire magic school.
Spell interaction: Lightning Bolt
Takes 100% extra damage from Lightning Bolt. Other spells in the same school do not automatically exploit this weakness.
Spell interaction: Chain Lightning
Takes 100% extra damage from Chain Lightning. Other spells in the same school do not automatically exploit this weakness.
Spell interaction: Armageddon
Takes 100% extra damage from Armageddon. Other spells in the same school do not automatically exploit this weakness.
Hatred: Earth Elemental
Gains 100% extra base damage against Earth Elemental. The bonus targets that specific creature type.
Hatred: Magma Elemental
Gains 100% extra base damage against Magma Elemental. The bonus targets that specific creature type.
Storm Elementals add shooting while Air Elementals fight in melee. Reassess deployment and screening when upgrading.
Watch for: Innate immunities are not universal magic protection. Check the lightning-related vulnerabilities listed on the profile.
Timing, specific abilities and the follow-up plan
Speed 8 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Cast: Protection from Air: Can use Protection from Air at reference mastery 2. Cast count and creature-count scaling are listed separately.
Enchantment duration: This creature’s support magic has a baseline duration of 6 rounds, rather than automatically inheriting its accompanying hero’s Spell Power.
Example for 10 creatures: 20–80 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Ice Elementals turn the water line into shooters. Compare support casting with shooting according to the incoming enemy spell.
Watch for: Water Elementals cannot shoot. Cold protection does not remove fire vulnerabilities or automatically cover other friendly stacks.
Timing, specific abilities and the follow-up plan
Speed 5 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Mind immunity: Resists spells and effects classified as mind-affecting. This does not establish immunity to every spell.
Spell interaction: Ice Bolt: Resists Ice Bolt specifically. This does not automatically extend the immunity to an entire magic school.
Example for 10 creatures: 30–70 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Shooter: Carries 24 shots. Ordinary shooting uses distance and melee penalties unless another trait explicitly removes one.
Cast: Protection from Water: Can use Protection from Water at reference mastery 2. Cast count and creature-count scaling are listed separately.
Enchantment duration: This creature’s support magic has a baseline duration of 6 rounds, rather than automatically inheriting its accompanying hero’s Spell Power.
Creature uses: The stack has 3 spell use(s) during the battle. More creatures do not automatically multiply the activation count.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
8
Defense
10
Damage
3–7
Health
30
Speed
5
Shots
0
Base weekly growth
6
AI value
315
Occupied hexes
2
Cost per creature: 300 gold
Abilities and limitations
Non living
This nonliving classification changes eligibility for healing, life drain and other effects targeting living victims.
Mind immunity
Resists spells and effects classified as mind-affecting. This does not establish immunity to every spell.
Spell interaction: Ice Bolt
Resists Ice Bolt specifically. This does not automatically extend the immunity to an entire magic school.
Spell interaction: Frost Ring
Resists Frost Ring specifically. This does not automatically extend the immunity to an entire magic school.
Spell interaction: Fireball
Takes 100% extra damage from Fireball. Other spells in the same school do not automatically exploit this weakness.
Spell interaction: Inferno
Takes 100% extra damage from Inferno. Other spells in the same school do not automatically exploit this weakness.
Spell interaction: Armageddon
Takes 100% extra damage from Armageddon. Other spells in the same school do not automatically exploit this weakness.
Spell interaction: Fire Shield
Takes 100% extra damage from Fire Shield. Other spells in the same school do not automatically exploit this weakness.
Spell interaction: Fire Wall Trigger
Takes 100% extra damage from Fire Wall Trigger. Other spells in the same school do not automatically exploit this weakness.
Hatred: Fire Elemental
Gains 100% extra base damage against Fire Elemental. The bonus targets that specific creature type.
Hatred: Energy Elemental
Gains 100% extra base damage against Energy Elemental. The bonus targets that specific creature type.
Heroes connected to this creature
Fixed bonus for a specific recruitment line (2)
This is a fixed contribution to the listed attributes under the relevant hero, rather than percentage scaling by level. Base damage is per creature before further modifiers. Do not add the ordinary scaling specialties’ automatic +1 Speed; only the explicitly listed values apply.
Ice Elementals turn the water line into shooters. Compare support casting with shooting according to the incoming enemy spell.
Watch for: Water Elementals cannot shoot. Cold protection does not remove fire vulnerabilities or automatically cover other friendly stacks.
Timing, specific abilities and the follow-up plan
Speed 6 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Cast: Protection from Water: Can use Protection from Water at reference mastery 2. Cast count and creature-count scaling are listed separately.
Enchantment duration: This creature’s support magic has a baseline duration of 6 rounds, rather than automatically inheriting its accompanying hero’s Spell Power.
Example for 10 creatures: 30–70 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
8
Defense
10
Damage
3–7
Health
30
Speed
6
Shots
24
Base weekly growth
6
AI value
380
Occupied hexes
2
Cost per creature: 375 gold
Abilities and limitations
Non living
This nonliving classification changes eligibility for healing, life drain and other effects targeting living victims.
Shooter
Carries 24 shots. Ordinary shooting uses distance and melee penalties unless another trait explicitly removes one.
Cast: Protection from Water
Can use Protection from Water at reference mastery 2. Cast count and creature-count scaling are listed separately.
Enchantment duration
This creature’s support magic has a baseline duration of 6 rounds, rather than automatically inheriting its accompanying hero’s Spell Power.
Creature uses
The stack has 3 spell use(s) during the battle. More creatures do not automatically multiply the activation count.
Mind immunity
Resists spells and effects classified as mind-affecting. This does not establish immunity to every spell.
Spell interaction: Ice Bolt
Resists Ice Bolt specifically. This does not automatically extend the immunity to an entire magic school.
Spell interaction: Frost Ring
Resists Frost Ring specifically. This does not automatically extend the immunity to an entire magic school.
Spell interaction: Fireball
Takes 100% extra damage from Fireball. Other spells in the same school do not automatically exploit this weakness.
Spell interaction: Inferno
Takes 100% extra damage from Inferno. Other spells in the same school do not automatically exploit this weakness.
Spell interaction: Armageddon
Takes 100% extra damage from Armageddon. Other spells in the same school do not automatically exploit this weakness.
Spell interaction: Fire Shield
Takes 100% extra damage from Fire Shield. Other spells in the same school do not automatically exploit this weakness.
Spell interaction: Fire Wall Trigger
Takes 100% extra damage from Fire Wall Trigger. Other spells in the same school do not automatically exploit this weakness.
Hatred: Fire Elemental
Gains 100% extra base damage against Fire Elemental. The bonus targets that specific creature type.
Hatred: Energy Elemental
Gains 100% extra base damage against Energy Elemental. The bonus targets that specific creature type.
Heroes connected to this creature
Fixed bonus for a specific recruitment line (2)
This is a fixed contribution to the listed attributes under the relevant hero, rather than percentage scaling by level. Base damage is per creature before further modifiers. Do not add the ordinary scaling specialties’ automatic +1 Speed; only the explicitly listed values apply.
Use fire protection against matching magic. Energy Elementals improve obstacle-crossing movement and add support casting.
Watch for: Do not import every elemental trait from other games. Check cold vulnerabilities and friendly healing eligibility.
Timing, specific abilities and the follow-up plan
Speed 6 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Mind immunity: Resists spells and effects classified as mind-affecting. This does not establish immunity to every spell.
Fire-school immunity: Resists Fire-school effects. This does not automatically protect against other schools or every special attack.
Example for 10 creatures: 40–60 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Flying: Movement can cross obstacles. Devils and Arch Devils express this trait through teleportation; speed still determines reach.
Cast: Protection from Fire: Can use Protection from Fire at reference mastery 2. Cast count and creature-count scaling are listed separately.
Enchantment duration: This creature’s support magic has a baseline duration of 6 rounds, rather than automatically inheriting its accompanying hero’s Spell Power.
Creature uses: The stack has 3 spell use(s) during the battle. More creatures do not automatically multiply the activation count.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
10
Defense
8
Damage
4–6
Health
35
Speed
6
Shots
0
Base weekly growth
5
AI value
345
Occupied hexes
1
Cost per creature: 350 gold
Abilities and limitations
Non living
This nonliving classification changes eligibility for healing, life drain and other effects targeting living victims.
Mind immunity
Resists spells and effects classified as mind-affecting. This does not establish immunity to every spell.
Fire-school immunity
Resists Fire-school effects. This does not automatically protect against other schools or every special attack.
Spell interaction: Ice Bolt
Takes 100% extra damage from Ice Bolt. Other spells in the same school do not automatically exploit this weakness.
Spell interaction: Frost Ring
Takes 100% extra damage from Frost Ring. Other spells in the same school do not automatically exploit this weakness.
Hatred: Water Elemental
Gains 100% extra base damage against Water Elemental. The bonus targets that specific creature type.
Hatred: Ice Elemental
Gains 100% extra base damage against Ice Elemental. The bonus targets that specific creature type.
Heroes connected to this creature
Fixed bonus for a specific recruitment line (2)
This is a fixed contribution to the listed attributes under the relevant hero, rather than percentage scaling by level. Base damage is per creature before further modifiers. Do not add the ordinary scaling specialties’ automatic +1 Speed; only the explicitly listed values apply.
Use fire protection against matching magic. Energy Elementals improve obstacle-crossing movement and add support casting.
Watch for: Do not import every elemental trait from other games. Check cold vulnerabilities and friendly healing eligibility.
Timing, specific abilities and the follow-up plan
Speed 8 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Cast: Protection from Fire: Can use Protection from Fire at reference mastery 2. Cast count and creature-count scaling are listed separately.
Enchantment duration: This creature’s support magic has a baseline duration of 6 rounds, rather than automatically inheriting its accompanying hero’s Spell Power.
Example for 10 creatures: 40–60 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
12
Defense
8
Damage
4–6
Health
35
Speed
8
Shots
0
Base weekly growth
5
AI value
470
Occupied hexes
1
Cost per creature: 400 gold
Abilities and limitations
Non living
This nonliving classification changes eligibility for healing, life drain and other effects targeting living victims.
Flying
Movement can cross obstacles. Devils and Arch Devils express this trait through teleportation; speed still determines reach.
Cast: Protection from Fire
Can use Protection from Fire at reference mastery 2. Cast count and creature-count scaling are listed separately.
Enchantment duration
This creature’s support magic has a baseline duration of 6 rounds, rather than automatically inheriting its accompanying hero’s Spell Power.
Creature uses
The stack has 3 spell use(s) during the battle. More creatures do not automatically multiply the activation count.
Mind immunity
Resists spells and effects classified as mind-affecting. This does not establish immunity to every spell.
Fire-school immunity
Resists Fire-school effects. This does not automatically protect against other schools or every special attack.
Spell interaction: Ice Bolt
Takes 100% extra damage from Ice Bolt. Other spells in the same school do not automatically exploit this weakness.
Spell interaction: Frost Ring
Takes 100% extra damage from Frost Ring. Other spells in the same school do not automatically exploit this weakness.
Hatred: Water Elemental
Gains 100% extra base damage against Water Elemental. The bonus targets that specific creature type.
Hatred: Ice Elemental
Gains 100% extra base damage against Ice Elemental. The bonus targets that specific creature type.
Heroes connected to this creature
Fixed bonus for a specific recruitment line (2)
This is a fixed contribution to the listed attributes under the relevant hero, rather than percentage scaling by level. Base damage is per creature before further modifiers. Do not add the ordinary scaling specialties’ automatic +1 Speed; only the explicitly listed values apply.
Hold this earth line where enemies must approach. Magma Elementals add their own support, to compare with a melee hit.
Watch for: Defense alone does not solve limited reach. Several immunities still do not block every area spell.
Timing, specific abilities and the follow-up plan
Speed 4 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Mind immunity: Resists spells and effects classified as mind-affecting. This does not establish immunity to every spell.
Spell interaction: Lightning Bolt: Resists Lightning Bolt specifically. This does not automatically extend the immunity to an entire magic school.
Example for 10 creatures: 40–80 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Cast: Protection from Earth: Can use Protection from Earth at reference mastery 2. Cast count and creature-count scaling are listed separately.
Enchantment duration: This creature’s support magic has a baseline duration of 6 rounds, rather than automatically inheriting its accompanying hero’s Spell Power.
Creature uses: The stack has 3 spell use(s) during the battle. More creatures do not automatically multiply the activation count.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
10
Defense
10
Damage
4–8
Health
40
Speed
4
Shots
0
Base weekly growth
4
AI value
330
Occupied hexes
1
Cost per creature: 400 gold
Abilities and limitations
Non living
This nonliving classification changes eligibility for healing, life drain and other effects targeting living victims.
Mind immunity
Resists spells and effects classified as mind-affecting. This does not establish immunity to every spell.
Spell interaction: Lightning Bolt
Resists Lightning Bolt specifically. This does not automatically extend the immunity to an entire magic school.
Spell interaction: Chain Lightning
Resists Chain Lightning specifically. This does not automatically extend the immunity to an entire magic school.
Spell interaction: Armageddon
Resists Armageddon specifically. This does not automatically extend the immunity to an entire magic school.
Spell interaction: Meteor Shower
Takes 100% extra damage from Meteor Shower. Other spells in the same school do not automatically exploit this weakness.
Hatred: Air Elemental
Gains 100% extra base damage against Air Elemental. The bonus targets that specific creature type.
Hatred: Storm Elemental
Gains 100% extra base damage against Storm Elemental. The bonus targets that specific creature type.
Heroes connected to this creature
Fixed bonus for a specific recruitment line (2)
This is a fixed contribution to the listed attributes under the relevant hero, rather than percentage scaling by level. Base damage is per creature before further modifiers. Do not add the ordinary scaling specialties’ automatic +1 Speed; only the explicitly listed values apply.
Hold this earth line where enemies must approach. Magma Elementals add their own support, to compare with a melee hit.
Watch for: Defense alone does not solve limited reach. Several immunities still do not block every area spell.
Timing, specific abilities and the follow-up plan
Speed 6 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Cast: Protection from Earth: Can use Protection from Earth at reference mastery 2. Cast count and creature-count scaling are listed separately.
Enchantment duration: This creature’s support magic has a baseline duration of 6 rounds, rather than automatically inheriting its accompanying hero’s Spell Power.
Example for 10 creatures: 60–100 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
11
Defense
11
Damage
6–10
Health
40
Speed
6
Shots
0
Base weekly growth
4
AI value
490
Occupied hexes
1
Cost per creature: 500 gold
Abilities and limitations
Non living
This nonliving classification changes eligibility for healing, life drain and other effects targeting living victims.
Cast: Protection from Earth
Can use Protection from Earth at reference mastery 2. Cast count and creature-count scaling are listed separately.
Enchantment duration
This creature’s support magic has a baseline duration of 6 rounds, rather than automatically inheriting its accompanying hero’s Spell Power.
Creature uses
The stack has 3 spell use(s) during the battle. More creatures do not automatically multiply the activation count.
Mind immunity
Resists spells and effects classified as mind-affecting. This does not establish immunity to every spell.
Spell interaction: Lightning Bolt
Resists Lightning Bolt specifically. This does not automatically extend the immunity to an entire magic school.
Spell interaction: Chain Lightning
Resists Chain Lightning specifically. This does not automatically extend the immunity to an entire magic school.
Spell interaction: Armageddon
Resists Armageddon specifically. This does not automatically extend the immunity to an entire magic school.
Spell interaction: Meteor Shower
Takes 100% extra damage from Meteor Shower. Other spells in the same school do not automatically exploit this weakness.
Hatred: Air Elemental
Gains 100% extra base damage against Air Elemental. The bonus targets that specific creature type.
Hatred: Storm Elemental
Gains 100% extra base damage against Storm Elemental. The bonus targets that specific creature type.
Heroes connected to this creature
Fixed bonus for a specific recruitment line (2)
This is a fixed contribution to the listed attributes under the relevant hero, rather than percentage scaling by level. Base damage is per creature before further modifiers. Do not add the ordinary scaling specialties’ automatic +1 Speed; only the explicitly listed values apply.
Use all-around attacks without retaliation against actual adjacent enemies. Magic and Psychic Elementals have different spell-immunity coverage.
Watch for: Area melee is not shooting. The upgrade’s complete protection also limits friendly spells and does not apply automatically to the base form.
Timing, specific abilities and the follow-up plan
Speed 7 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Attacks all adjacent: The melee attack hits every adjacent enemy stack. Positioning determines how many targets can be struck simultaneously.
Blocks retaliation: The victim cannot make an ordinary retaliation against this creature’s strike. Other special reactions follow their own rules.
Example for 10 creatures: 100–200 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Spell immunity through tier 5: Normally unaffected by spells of tiers 1–5. Evaluate special artifacts that alter immunities separately.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
15
Defense
13
Damage
10–20
Health
75
Speed
7
Shots
0
Base weekly growth
2
AI value
1669
Occupied hexes
1
Cost per creature: 750 gold
Abilities and limitations
Non living
This nonliving classification changes eligibility for healing, life drain and other effects targeting living victims.
Attacks all adjacent
The melee attack hits every adjacent enemy stack. Positioning determines how many targets can be struck simultaneously.
Blocks retaliation
The victim cannot make an ordinary retaliation against this creature’s strike. Other special reactions follow their own rules.
Mind immunity
Resists spells and effects classified as mind-affecting. This does not establish immunity to every spell.
Heroes connected to this creature
Fixed bonus for a specific recruitment line (2)
This is a fixed contribution to the listed attributes under the relevant hero, rather than percentage scaling by level. Base damage is per creature before further modifiers. Do not add the ordinary scaling specialties’ automatic +1 Speed; only the explicitly listed values apply.
Use all-around attacks without retaliation against actual adjacent enemies. Magic and Psychic Elementals have different spell-immunity coverage.
Watch for: Area melee is not shooting. The upgrade’s complete protection also limits friendly spells and does not apply automatically to the base form.
Timing, specific abilities and the follow-up plan
Speed 9 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Attacks all adjacent: The melee attack hits every adjacent enemy stack. Positioning determines how many targets can be struck simultaneously.
Blocks retaliation: The victim cannot make an ordinary retaliation against this creature’s strike. Other special reactions follow their own rules.
Example for 10 creatures: 150–250 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Mind immunity: Resists spells and effects classified as mind-affecting. This does not establish immunity to every spell.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Attack
15
Defense
13
Damage
15–25
Health
80
Speed
9
Shots
0
Base weekly growth
2
AI value
2012
Occupied hexes
1
Cost per creature: 800 gold
Abilities and limitations
Non living
This nonliving classification changes eligibility for healing, life drain and other effects targeting living victims.
Attacks all adjacent
The melee attack hits every adjacent enemy stack. Positioning determines how many targets can be struck simultaneously.
Blocks retaliation
The victim cannot make an ordinary retaliation against this creature’s strike. Other special reactions follow their own rules.
Spell immunity through tier 5
Normally unaffected by spells of tiers 1–5. Evaluate special artifacts that alter immunities separately.
Heroes connected to this creature
Fixed bonus for a specific recruitment line (2)
This is a fixed contribution to the listed attributes under the relevant hero, rather than percentage scaling by level. Base damage is per creature before further modifiers. Do not add the ordinary scaling specialties’ automatic +1 Speed; only the explicitly listed values apply.
Plan fast flying attacks along the whole breath line. With Phoenixes account for revival after destruction while protecting the initial stack strength.
Watch for: Firebirds lack Rebirth. Phoenix revival does not guarantee the same count in every fight, and breath can endanger allies.
Timing, specific abilities and the follow-up plan
Speed 15 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Two hex attack breath: Breath strikes the main victim and the creature directly behind it. Check that second hex for an allied stack before attacking.
Fire-school immunity: Resists Fire-school effects. This does not automatically protect against other schools or every special attack.
Example for 10 creatures: 300–400 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Creature uses: The stack has 1 rebirth use(s) during the battle. More creatures do not automatically multiply the activation count.
Rebirth: Once per battle, destruction can trigger revival. The SoD analysis gives one guaranteed return per five original Phoenixes plus a separate 20% trial for each remaining creature. Seven Phoenixes can therefore return three, not only one or two.
This compares recruitment prices and base parameters, rather than final damage or an automatic price for a particular map upgrade.
Movement can cross obstacles. Devils and Arch Devils express this trait through teleportation; speed still determines reach.
Two hex attack breath
Breath strikes the main victim and the creature directly behind it. Check that second hex for an allied stack before attacking.
Fire-school immunity
Resists Fire-school effects. This does not automatically protect against other schools or every special attack.
Slayer target
An enemy attacker buffed with Slayer gains +8 Attack against this creature from Untrained / Basic mastery. The bonus belongs to the attacker; the target’s spell immunity does not itself cancel it.
Plan fast flying attacks along the whole breath line. With Phoenixes account for revival after destruction while protecting the initial stack strength.
Watch for: Firebirds lack Rebirth. Phoenix revival does not guarantee the same count in every fight, and breath can endanger allies.
Timing, specific abilities and the follow-up plan
Speed 21 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Two hex attack breath: Breath strikes the main victim and the creature directly behind it. Check that second hex for an allied stack before attacking.
Creature uses: The stack has 1 rebirth use(s) during the battle. More creatures do not automatically multiply the activation count.
Example for 10 creatures: 300–400 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Movement can cross obstacles. Devils and Arch Devils express this trait through teleportation; speed still determines reach.
Two hex attack breath
Breath strikes the main victim and the creature directly behind it. Check that second hex for an allied stack before attacking.
Creature uses
The stack has 1 rebirth use(s) during the battle. More creatures do not automatically multiply the activation count.
Rebirth
Once per battle, destruction can trigger revival. The SoD analysis gives one guaranteed return per five original Phoenixes plus a separate 20% trial for each remaining creature. Seven Phoenixes can therefore return three, not only one or two.
Fire-school immunity
Resists Fire-school effects. This does not automatically protect against other schools or every special attack.
Slayer target
An enemy attacker buffed with Slayer gains +8 Attack against this creature from Untrained / Basic mastery. The bonus belongs to the attacker; the target’s spell immunity does not itself cancel it.
Evaluate this weak neutral stack by map opportunities and delivery cost. Do not expose a valuable shooter while using it in combat.
Watch for: This Heroes III Peasant lacks Heroes IV’s Taxpayer. The name does not grant daily income.
Timing, specific abilities and the follow-up plan
Speed 3 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Example for 10 creatures: 10–10 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Attack
1
Defense
1
Damage
1–1
Health
1
Speed
3
Shots
0
Base weekly growth
25
AI value
15
Occupied hexes
1
Cost per creature: 10 gold
Abilities and limitations
No additional special ability in the reference table.
Protect this neutral shooter from melee and exploit its own Luck through actual shooting opportunities.
Watch for: Luck does not guarantee every boosted hit. Do not import Giant Slayer from Heroes IV.
Timing, specific abilities and the follow-up plan
Speed 5 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Luck rule: Halflings keep at least +1 luck. This is a minimum value rather than an indefinitely stacking aura.
Example for 10 creatures: 10–30 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Attack
4
Defense
2
Damage
1–3
Health
4
Speed
5
Shots
24
Base weekly growth
15
AI value
75
Occupied hexes
1
Cost per creature: 40 gold
Abilities and limitations
Shooter
Carries 24 shots. Ordinary shooting uses distance and melee penalties unless another trait explicitly removes one.
Luck rule
Halflings keep at least +1 luck. This is a minimum value rather than an indefinitely stacking aura.
Compare this neutral melee creature with your army, available numbers and cost. Choose reachable tasks over chasing faster targets.
Watch for: No additional special ability is established here. A neutral dwelling is not an automatic town offer.
Timing, specific abilities and the follow-up plan
Speed 6 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Example for 10 creatures: 20–30 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Attack
6
Defense
5
Damage
2–3
Health
15
Speed
6
Shots
0
Base weekly growth
8
AI value
145
Occupied hexes
2
Cost per creature: 150 gold
Abilities and limitations
No additional special ability in the reference table.
Use a Rogue’s presence for better map information about armies, heroes and towns. Protect it as a separate small melee stack in combat.
Watch for: Information does not win direct combat or provide unlimited scouting range. Do not confuse it with Heroes IV Stealth.
Timing, specific abilities and the follow-up plan
Speed 6 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Scouting: neutral creatures: Rogues provide the hero with Expert-Visions information for this target category. Applicable distance and map conditions still matter.
Scouting: heroes: Rogues provide the hero with Expert-Visions information for this target category. Applicable distance and map conditions still matter.
Example for 10 creatures: 20–40 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Attack
8
Defense
3
Damage
2–4
Health
10
Speed
6
Shots
0
Base weekly growth
8
AI value
135
Occupied hexes
1
Cost per creature: 100 gold
Abilities and limitations
Scouting: neutral creatures
Rogues provide the hero with Expert-Visions information for this target category. Applicable distance and map conditions still matter.
Scouting: heroes
Rogues provide the hero with Expert-Visions information for this target category. Applicable distance and map conditions still matter.
Scouting: towns
Rogues provide the hero with Expert-Visions information for this target category. Applicable distance and map conditions still matter.
Use this undead support in reachable melee; a possible Curse matters especially against a target that has not attacked yet.
Watch for: Curse is not guaranteed and undead status is not universal magic immunity. Check target eligibility.
Timing, specific abilities and the follow-up plan
Speed 5 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Curse: An eligible hit has a 25% chance to apply an effect that changes the victim’s damage under Curse rules. Matching immunities and effect conditions apply.
Example for 10 creatures: 30–50 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Attack
7
Defense
7
Damage
3–5
Health
30
Speed
5
Shots
0
Base weekly growth
7
AI value
270
Occupied hexes
1
Cost per creature: 300 gold
Abilities and limitations
Undead
The Undead type uses separate immunity, morale, healing and life-drain rules. Distinguish Animate Dead from Resurrection.
Curse
An eligible hit has a 25% chance to apply an effect that changes the victim’s damage under Curse rules. Matching immunities and effect conditions apply.
Use the sand-movement trait when planning an actual map route. In combat it remains a melee stack needing favorable exchanges.
Watch for: A terrain trait does not itself improve attack reach or provide the same benefit on every terrain.
Timing, specific abilities and the follow-up plan
Speed 7 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
No terrain penalty: Nomads in the army let the hero avoid sand movement penalties. This does not remove every penalty from every terrain type.
Example for 10 creatures: 20–60 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Attack
9
Defense
8
Damage
2–6
Health
30
Speed
7
Shots
0
Base weekly growth
7
AI value
345
Occupied hexes
2
Cost per creature: 200 gold
Abilities and limitations
No terrain penalty
Nomads in the army let the hero avoid sand movement penalties. This does not remove every penalty from every terrain type.
Use shooting without ordinary distance or wall penalties. During sieges compare safe line of sight and remaining useful shots.
Watch for: Those advantages do not remove melee engagement or every other obstacle. Gelu conversions require eligible input creatures and payment.
Timing, specific abilities and the follow-up plan
Speed 9 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
No distance penalty: Ranged damage does not fall off against distant targets. Wall and melee penalties follow separate rules.
No wall penalty: Shooting ignores the castle-wall damage penalty. Removing the long-distance penalty requires a separate trait.
Example for 10 creatures: 80–100 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Attack
12
Defense
10
Damage
8–10
Health
15
Speed
9
Shots
32
Base weekly growth
4
AI value
585
Occupied hexes
1
Cost per creature: 400 gold
Abilities and limitations
Shooter
Carries 32 shots. Ordinary shooting uses distance and melee penalties unless another trait explicitly removes one.
No distance penalty
Ranged damage does not fall off against distant targets. Wall and melee penalties follow separate rules.
No wall penalty
Shooting ignores the castle-wall damage penalty. Removing the long-distance penalty requires a separate trait.
Heroes connected to this creature
Special conversion result (1)
Special conversion requires the hero and its cost. This is not ordinary recruitment in the hero’s home town.
Exploit regeneration in exchanges leaving the final injured creature alive for its next turn.
Watch for: Regeneration does not resurrect all casualties. The trait does not make a lethal hit safe.
Timing, specific abilities and the follow-up plan
Speed 7 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Survivor regeneration: At turn start, restores up to 50 health to the wounded surviving creature. Dead stack members are not recreated.
Example for 10 creatures: 100–150 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Attack
14
Defense
7
Damage
10–15
Health
40
Speed
7
Shots
0
Base weekly growth
3
AI value
1024
Occupied hexes
1
Cost per creature: 500 gold
Abilities and limitations
Survivor regeneration
At turn start, restores up to 50 health to the wounded surviving creature. Dead stack members are not recreated.
Use strong spell-damage reduction against a particular magical threat while holding reachable ground.
Watch for: This is neither the same resistance chance against every spell nor physical invulnerability. Support must accept a non-living target.
Timing, specific abilities and the follow-up plan
Speed 5 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Spell-damage reduction: Reduces spell damage by 85%. Before other modifiers, a 100-damage spell would deal 15. This is not a random chance to resist the spell entirely.
Example for 10 creatures: 80–100 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Attack
11
Defense
12
Damage
8–10
Health
50
Speed
5
Shots
0
Base weekly growth
3
AI value
600
Occupied hexes
1
Cost per creature: 500 gold
Abilities and limitations
Non living
This nonliving classification changes eligibility for healing, life drain and other effects targeting living victims.
Spell-damage reduction
Reduces spell damage by 85%. Before other modifiers, a 100-damage spell would deal 15. This is not a random chance to resist the spell entirely.
Compare this form with Gold Golems by actual magical protection and cost. Targets must remain reachable for melee.
Watch for: Even strong spell-damage reduction does not protect completely against physical attacks or every control effect.
Timing, specific abilities and the follow-up plan
Speed 5 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Spell-damage reduction: Reduces spell damage by 95%. Before other modifiers, a 100-damage spell would deal 5. This is not a random chance to resist the spell entirely.
Example for 10 creatures: 100–140 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Attack
13
Defense
12
Damage
10–14
Health
60
Speed
5
Shots
0
Base weekly growth
2
AI value
775
Occupied hexes
1
Cost per creature: 750 gold
Abilities and limitations
Non living
This nonliving classification changes eligibility for healing, life drain and other effects targeting living victims.
Spell-damage reduction
Reduces spell damage by 95%. Before other modifiers, a 100-damage spell would deal 5. This is not a random chance to resist the spell entirely.
Combine shooting with automatic support magic. Adapt subsequent attacks to the effect actually triggered and its cooldown.
Watch for: A pool of spells is not several guaranteed simultaneous casts. Dracon’s conversion needs eligible Mages and payment.
Timing, specific abilities and the follow-up plan
Speed 9 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
No melee penalty: A shooter does not lose the usual half damage when fighting in melee. Range and ammunition remain separate considerations.
No wall penalty: Shooting ignores the castle-wall damage penalty. Removing the long-distance penalty requires a separate trait.
Example for 10 creatures: 140–140 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Attack
17
Defense
12
Damage
14–14
Health
30
Speed
9
Shots
32
Base weekly growth
2
AI value
1210
Occupied hexes
1
Cost per creature: 750 gold
Abilities and limitations
Shooter
Carries 32 shots. Ordinary shooting uses distance and melee penalties unless another trait explicitly removes one.
No melee penalty
A shooter does not lose the usual half damage when fighting in melee. Range and ammunition remain separate considerations.
No wall penalty
Shooting ignores the castle-wall damage penalty. Removing the long-distance penalty requires a separate trait.
Creature uses
The stack has 5 spell use(s) during the battle. More creatures do not automatically multiply the activation count.
Automatic magic: Haste
Enchanters may randomly produce Expert Haste, with a reference cooldown of 3 rounds. This is one option in the pool rather than a guaranteed separate cast.
Automatic magic: Slow
Enchanters may randomly produce Expert Slow, with a reference cooldown of 3 rounds. This is one option in the pool rather than a guaranteed separate cast.
Automatic magic: Stone Skin
Enchanters may randomly produce Expert Stone Skin, with a reference cooldown of 3 rounds. This is one option in the pool rather than a guaranteed separate cast.
Automatic magic: Bless
Enchanters may randomly produce Expert Bless, with a reference cooldown of 3 rounds. This is one option in the pool rather than a guaranteed separate cast.
Automatic magic: Weakness
Enchanters may randomly produce Expert Weakness, with a reference cooldown of 3 rounds. This is one option in the pool rather than a guaranteed separate cast.
Automatic magic: Air Shield
Enchanters may randomly produce Expert Air Shield, with a reference cooldown of 3 rounds. This is one option in the pool rather than a guaranteed separate cast.
Automatic magic: Bloodlust
Enchanters may randomly produce Expert Bloodlust, with a reference cooldown of 3 rounds. This is one option in the pool rather than a guaranteed separate cast.
Automatic magic: Cure
Enchanters may randomly produce Expert Cure, with a reference cooldown of 3 rounds. This is one option in the pool rather than a guaranteed separate cast.
Heroes connected to this creature
Special conversion result (1)
Special conversion requires the hero and its cost. This is not ordinary recruitment in the hero’s home town.
Choose a dragon spell from the current offer according to both armies’ positions. Evaluate magical and physical options separately.
Watch for: You cannot demand any spell on every action. Magic Mirror does not guarantee reflection of every hostile spell.
Timing, specific abilities and the follow-up plan
Speed 15 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Magic mirror: Has a 20% chance to mirror an eligible enemy spell. Magic Mirror rules govern the reflected target and eligibility.
Creature uses: The stack has 5 spell use(s) during the battle. More creatures do not automatically multiply the activation count.
Example for 10 creatures: 200–300 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Counts as a Dragon for matching specialties, equipment and targeted effects. The classification alone does not supply every dragon immunity.
Skeleton transformer target
Has a special Skeleton Transformer conversion into Bone Dragons, distinct from the ordinary Skeleton conversion of other creatures.
Flying
Movement can cross obstacles. Devils and Arch Devils express this trait through teleportation; speed still determines reach.
Magic mirror
Has a 20% chance to mirror an eligible enemy spell. Magic Mirror rules govern the reflected target and eligibility.
Creature uses
The stack has 5 spell use(s) during the battle. More creatures do not automatically multiply the activation count.
Dragon spell power
Faerie Dragons use spell power equivalent to five per dragon. The offered spell’s own formula also determines damage.
Cast: Magic Arrow
Magic Arrow belongs to the dragon’s randomly offered spell selection. This does not permit unrestricted choice of every spell each turn.
Cast: Ice Bolt
Ice Bolt belongs to the dragon’s randomly offered spell selection. This does not permit unrestricted choice of every spell each turn.
Cast: Lightning Bolt
Lightning Bolt belongs to the dragon’s randomly offered spell selection. This does not permit unrestricted choice of every spell each turn.
Cast: Chain Lightning
Chain Lightning belongs to the dragon’s randomly offered spell selection. This does not permit unrestricted choice of every spell each turn.
Cast: Frost Ring
Frost Ring belongs to the dragon’s randomly offered spell selection. This does not permit unrestricted choice of every spell each turn.
Cast: Fireball
Fireball belongs to the dragon’s randomly offered spell selection. This does not permit unrestricted choice of every spell each turn.
Cast: Inferno
Inferno belongs to the dragon’s randomly offered spell selection. This does not permit unrestricted choice of every spell each turn.
Cast: Meteor Shower
Meteor Shower belongs to the dragon’s randomly offered spell selection. This does not permit unrestricted choice of every spell each turn.
Slayer target
An enemy attacker buffed with Slayer gains +8 Attack against this creature from Untrained / Basic mastery. The bonus belongs to the attacker; the target’s spell immunity does not itself cancel it.
Align breath through useful targets and exploit reduced Defense with follow-up physical attacks.
Watch for: Extra acid effects and ordinary attacks have different conditions. A friendly creature behind the victim remains endangered by breath.
Timing, specific abilities and the follow-up plan
Speed 17 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Two hex attack breath: Breath strikes the main victim and the creature directly behind it. Check that second hex for an allied stack before attacking.
Acid damage: An eligible hit has a 20% chance to apply an effect that adds a separate acid-damage effect. Matching immunities and effect conditions apply.
Example for 10 creatures: 500–500 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Counts as a Dragon for matching specialties, equipment and targeted effects. The classification alone does not supply every dragon immunity.
Skeleton transformer target
Has a special Skeleton Transformer conversion into Bone Dragons, distinct from the ordinary Skeleton conversion of other creatures.
Flying
Movement can cross obstacles. Devils and Arch Devils express this trait through teleportation; speed still determines reach.
Two hex attack breath
Breath strikes the main victim and the creature directly behind it. Check that second hex for an allied stack before attacking.
Acid damage
An eligible hit has a 20% chance to apply an effect that adds a separate acid-damage effect. Matching immunities and effect conditions apply.
Effect scaling: Acid damage
Reference Acid damage strength is 25 per casting creature. Summon Demons is also limited by the available corpse and its health.
Acid Breath
An eligible hit has a 100% chance to apply an effect that reduces target defense by 3 for the battle, with repeated applications accumulating. Matching immunities and effect conditions apply.
Slayer target
An enemy attacker buffed with Slayer gains +8 Attack against this creature from Untrained / Basic mastery. The bonus belongs to the attacker; the target’s spell immunity does not itself cancel it.
Compare melee strength with the map benefit of crystal production. Secure an approach and check actual reach before attacking.
Watch for: Crystal Dragons do not fly here or automatically inherit other dragons’ breath. Spell resistance is not guaranteed immunity.
Timing, specific abilities and the follow-up plan
Speed 16 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Special crystal generation: Having at least one Crystal Dragon in an army provides three crystals at week start. Additional dragons or stacks do not multiply the income.
Spell resistance chance: Has a 20% chance to resist a harmful spell. This is resistance probability rather than reducing every Magic hit by that percentage.
Example for 10 creatures: 600–750 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Counts as a Dragon for matching specialties, equipment and targeted effects. The classification alone does not supply every dragon immunity.
Skeleton transformer target
Has a special Skeleton Transformer conversion into Bone Dragons, distinct from the ordinary Skeleton conversion of other creatures.
Special crystal generation
Having at least one Crystal Dragon in an army provides three crystals at week start. Additional dragons or stacks do not multiply the income.
Spell resistance chance
Has a 20% chance to resist a harmful spell. This is resistance probability rather than reducing every Magic hit by that percentage.
Slayer target
An enemy attacker buffed with Slayer gains +8 Attack against this creature from Untrained / Basic mastery. The bonus belongs to the attacker; the target’s spell immunity does not itself cancel it.
Use this powerful flyer for decisive pressure and aligned breath. Fear can disrupt the enemy, but your turns must work without it.
Watch for: Fear is random and does not guarantee denying the whole army’s action. Read spell-immunity coverage from the profile.
Timing, specific abilities and the follow-up plan
Speed 19 affects reach and order. Before Wait compare who still acts this round and who opens the next; delaying does not create a free extra attack.
Two hex attack breath: Breath strikes the main victim and the creature directly behind it. Check that second hex for an allied stack before attacking.
Fear aura: Living enemies can lose their action to fear with a 10% chance. This is random denial rather than guaranteed cancellation of the entire army’s turns.
Example for 10 creatures: 700–800 base damage for one ordinary hit before hero, defense, spell and ability modifiers. Recalculate surviving creatures before a subsequent hit.
Counts as a Dragon for matching specialties, equipment and targeted effects. The classification alone does not supply every dragon immunity.
Skeleton transformer target
Has a special Skeleton Transformer conversion into Bone Dragons, distinct from the ordinary Skeleton conversion of other creatures.
Flying
Movement can cross obstacles. Devils and Arch Devils express this trait through teleportation; speed still determines reach.
Two hex attack breath
Breath strikes the main victim and the creature directly behind it. Check that second hex for an allied stack before attacking.
Fear aura
Living enemies can lose their action to fear with a 10% chance. This is random denial rather than guaranteed cancellation of the entire army’s turns.
Fear resistance
This profile contains protection against fear for itself, rather than another offensive aura against the enemy.
Spell immunity through tier 3
Normally unaffected by spells of tiers 1–3. Evaluate special artifacts that alter immunities separately.
Slayer target
An enemy attacker buffed with Slayer gains +8 Attack against this creature from Untrained / Basic mastery. The bonus belongs to the attacker; the target’s spell immunity does not itself cancel it.
141 Heroes III Complete / The Shadow of Death creatures: 126 town forms across nine factions and 15 neutrals. The Heroes 3 Wiki stat table is pinned to revision 194544; HotA branches and balance changes are removed. Abilities additionally identify the pinned VCMI reference; its internal identifiers are not blindly used as game names. War machines, siege towers and random editor placeholders are outside this creature count. Growth is the base weekly figure; costs are per creature and stats exclude hero, town and spell bonuses.
Base growth excludes Citadel, Castle, external dwellings and other bonuses. AI value supports army generation and evaluation; it is neither a price nor experience. Ranged and melee penalties, immunity, resistance chance and spell-damage reduction are distinct effects. Neutral dragons can have higher editor levels than some internal rules use. Campaign scripts can alter ordinary recruitment.