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Heroes III · CREATURE PROFILE

Rogue in Heroes III: stats, cost and abilities

Rogue in Heroes III: Melee core and holding approaches. Practical use, abilities, weaknesses, recruitment and 10 base health.

Quick guide: where it fits

Melee core and holding approaches

Use a Rogue’s presence for better map information about armies, heroes and towns.

Watch for: Information does not win direct combat or provide unlimited scouting range.

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

How to use this creature in practice

Melee core and holding approaches

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.

Reference ↗ · Ability reference configuration ↗

Where to obtain and develop this creature

This reference assigns no direct town dwelling. Read the profile’s availability and abilities for acquisition.

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.

Rogue · reference values before bonuses
CreaturesTotal costBase health
1
  • 100 gold
10
5
  • 500 gold
50
10
  • 1,000 gold
100

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.