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Heroes III · CREATURE PROFILE

Energy Elemental in Heroes III: stats, cost and abilities

Energy Elemental in Heroes III: Stack spellcasting or active support. Practical use, abilities, weaknesses, recruitment and 35 base health.

Quick guide: where it fits

Stack spellcasting or active support

Use fire protection against matching magic.

Watch for: Do not import every elemental trait from other games.

Exact dwelling, growth and items →
Energy Elemental — creature appearance in Heroes 3
Source · Game artwork

Conflux · Tier 4

Energy Elemental

Upgraded form

How to use this creature in practice

Stack spellcasting or active support

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.

What changes between base and upgraded forms
Fire Elemental / Energy Elemental
FormAttack / DefenseDamageHPSpeedCost each
Fire Elemental10 / 84–6356350 gold
Energy Elemental12 / 84–6358400 gold

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.

Example in a tactical plan (1)

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

Reference ↗ · Ability reference configuration ↗

Where to obtain and develop this creature

This form uses the upgraded dwelling; construction cost is not the retraining price.

Growth and construction prerequisites (5)

Growth support is not another recruitment site. A prerequisite may unlock one of the recruitment forms.

Items with a specific creature relationship (2)

Read the exact item effect; the relationship may concern summoning or another function rather than a blanket buff to every form.

Reference stack cost and health

These values multiply every resource in the undiscounted reference price and full base health. Hero, equipment, spell, price and growth modifiers are excluded. This is neither final damage or battle survival nor a guarantee that the listed number is available to recruit.

Energy Elemental · reference values before bonuses
CreaturesTotal costBase health
1
  • 400 gold
35
5
  • 2,000 gold
175
10
  • 4,000 gold
350

Reading this profile correctly

This profile uses Complete/SoD and the cited VCMI reference. HotA, WoG and other mod changes are not added. Body footprint and attack reach are separate properties.

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.

Numerical reference source ↗

Original roster scope

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.