
How to use this creature in practice
Melee core and holding approaches
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.
What changes between base and upgraded forms
| Form | Attack / Defense | Damage | HP | Speed | Cost each |
|---|---|---|---|---|---|
| Fire Elemental | 10 / 8 | 4–6 | 35 | 6 | 350 gold |
| Energy Elemental | 12 / 8 | 4–6 | 35 | 8 | 400 gold |
Different effects on the other profile:
- 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.



