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Heroes III · CREATURE PROFILE

Psychic Elemental in Heroes III: stats, cost and abilities

Psychic Elemental in Heroes III: Melee strikes limiting the reply. Practical use, abilities, weaknesses, recruitment and 75 base health.

Quick guide: where it fits

Melee strikes limiting the reply

Use all-around attacks without retaliation against actual adjacent enemies.

Watch for: Area melee is not shooting.

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

Conflux · Tier 6

Psychic Elemental

Base form

How to use this creature in practice

Melee strikes limiting the reply

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.

What changes between base and upgraded forms
Psychic Elemental / Magic Elemental
FormAttack / DefenseDamageHPSpeedCost each
Psychic Elemental15 / 1310–20757750 gold
Magic Elemental15 / 1315–25809800 gold

Different effects on the other profile:

  • 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.

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

The building unlocks this form. Availability and hiring are separate.

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.

Psychic Elemental · reference values before bonuses
CreaturesTotal costBase health
1
  • 750 gold
75
5
  • 3,750 gold
375
10
  • 7,500 gold
750

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.