
How to use this creature in practice
Melee core and holding approaches
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.
What changes between base and upgraded forms
| Form | Attack / Defense | Damage | HP | Speed | Cost each |
|---|---|---|---|---|---|
| Water Elemental | 8 / 10 | 3–7 | 30 | 5 | 300 gold |
| Ice Elemental | 8 / 10 | 3–7 | 30 | 6 | 375 gold |
Different effects on the other profile:
- 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.



