Combat stats, recruitment costs and explanations of special abilities. Browse by town, with all entries available without JavaScript.
177 creatures from the Tribes of the East 3.1 manual: 168 faction variants and 9 neutrals. Original and alternative upgrades remain separate. Stats exclude heroes, artifacts and spells. Speed determines range; Initiative determines ATB action timing. Costs include rare resources and are per creature.
Creature catalogue
177
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Wolf should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 6 sets movement reach; Initiative 14 concerns ATB. A movement change is not the same change in action frequency.
Pack Hunter: Other friendly wolf stacks adjacent to the target join the attack before retaliation.
Howl: Once per battle, summons another wolf stack of equal power.
Attack
5
Defense
3
Damage
3–5
Health
25
Speed
6
Shots
0
Base weekly growth
8
Initiative
14
Mana
0
Experience per creature
31
Cost per creature: 150 gold
Abilities and limitations
Pack Hunter
Other friendly wolf stacks adjacent to the target join the attack before retaliation.
Howl
Once per battle, summons another wolf stack of equal power.
Fire Elemental needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 6 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Immune to Fire: Immune to Fire. Assess other damage and effect types separately.
Attack
10
Defense
5
Damage
11–20
Health
43
Speed
6
Shots
50
Base weekly growth
4
Initiative
8
Mana
0
Experience per creature
60
Cost per creature: 400 gold
Abilities and limitations
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Elemental
An elemental resists poison, blindness and mind control. Normal resurrection and First Aid Tent do not apply.
Immune to Fire
Immune to Fire. Assess other damage and effect types separately.
Fire Shield
A melee attacker takes 20% of dealt damage back as Fire Damage, even when the target cannot retaliate.
Water Elemental: before activating, compare immediate damage with support or control from its actual ability pool. Choose an eligible target and an opportunity to exploit the effect in subsequent actions.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Immune to Water: Immune to Water. Assess other damage and effect types separately.
Attack
8
Defense
8
Damage
8–12
Health
43
Speed
5
Shots
0
Base weekly growth
4
Initiative
10
Mana
12
Experience per creature
57
Cost per creature: 400 gold
Abilities and limitations
Caster
Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Elemental
An elemental resists poison, blindness and mind control. Normal resurrection and First Aid Tent do not apply.
Immune to Water
Immune to Water. Assess other damage and effect types separately.
Air Elemental should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 8 sets movement reach; Initiative 17 concerns ATB. A movement change is not the same change in action frequency.
Flyer: Crosses obstacles while moving; the destination must be empty.
No Enemy Retaliation: Melee attacks prevent enemy retaliation under the ability’s normal rule.
Attack
8
Defense
6
Damage
5–7
Health
30
Speed
8
Shots
0
Base weekly growth
4
Initiative
17
Mana
0
Experience per creature
59
Cost per creature: 400 gold
Abilities and limitations
Flyer
Crosses obstacles while moving; the destination must be empty.
No Enemy Retaliation
Melee attacks prevent enemy retaliation under the ability’s normal rule.
Elemental
An elemental resists poison, blindness and mind control. Normal resurrection and First Aid Tent do not apply.
Immune to Air
Immune to Air. Assess other damage and effect types separately.
Earth Elemental should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 5 concerns ATB. A movement change is not the same change in action frequency.
Unlimited Retaliation: Normal melee retaliation is not limited to once. No Enemy Retaliation and other special rules still matter.
Immune to Earth: Immune to Earth. Assess other damage and effect types separately.
Attack
8
Defense
11
Damage
10–14
Health
75
Speed
5
Shots
0
Base weekly growth
4
Initiative
5
Mana
0
Experience per creature
63
Cost per creature: 400 gold
Abilities and limitations
Unlimited Retaliation
Normal melee retaliation is not limited to once. No Enemy Retaliation and other special rules still matter.
Elemental
An elemental resists poison, blindness and mind control. Normal resurrection and First Aid Tent do not apply.
Immune to Earth
Immune to Earth. Assess other damage and effect types separately.
Magic-proof 50%
Reduces magical spell damage by 50%. This is damage reduction rather than an equal chance to resist completely.
Mummy: before activating, compare immediate damage with support or control from its actual ability pool. Choose an eligible target and an opportunity to exploit the effect in subsequent actions.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 3 sets movement reach; Initiative 15 concerns ATB. A movement change is not the same change in action frequency.
Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Hexing Attack: After a hit, adds one of Weakness, Slow, Suffering or Vulnerability at Expert rank.
Attack
8
Defense
9
Damage
20–30
Health
50
Speed
3
Shots
0
Base weekly growth
3
Initiative
15
Mana
20
Experience per creature
112
Cost per creature: 900 gold
Abilities and limitations
Caster
Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Undead
Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.
Hexing Attack
After a hit, adds one of Weakness, Slow, Suffering or Vulnerability at Expert rank.
Death Knight should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 7 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Cursing Attack: Adds Basic Weakness on attack. Another hit refreshes its duration.
Attack
23
Defense
23
Damage
25–35
Health
90
Speed
7
Shots
0
Base weekly growth
2
Initiative
10
Mana
0
Experience per creature
270
Cost per creature: 1200 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Undead
Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.
Cursing Attack
Adds Basic Weakness on attack. Another hit refreshes its duration.
Deadly Strike
Has a 25% chance to kill half of the target stack.
Manticore should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
15
Defense
15
Damage
30–50
Health
120
Speed
5
Shots
0
Base weekly growth
2
Initiative
9
Mana
0
Experience per creature
164
Cost per creature: 1800 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer
Crosses obstacles while moving; the destination must be empty.
Poisonous Attack
Applies poison. Duration and damage differ between Assassins/Stalkers and Manticores.
Phoenix should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 10 sets movement reach; Initiative 19 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
33
Defense
33
Damage
30–50
Health
150
Speed
10
Shots
0
Base weekly growth
1
Initiative
19
Mana
0
Experience per creature
700
Cost per creature: 10000 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer
Crosses obstacles while moving; the destination must be empty.
Immune to Fire
Immune to Fire. Assess other damage and effect types separately.
Fire Shield
A melee attacker takes 20% of dealt damage back as Fire Damage, even when the target cannot retaliate.
Rebirth
Once per battle, restores the stack after it is destroyed.
Gremlin needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 3 sets movement reach; Initiative 7 concerns ATB. A movement change is not the same change in action frequency.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Attack
2
Defense
2
Damage
1–2
Health
5
Speed
3
Shots
5
Base weekly growth
20
Initiative
7
Mana
0
Experience per creature
6
Cost per creature: 22 gold
Abilities and limitations
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Stone Gargoyle should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 6 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.
Flyer: Crosses obstacles while moving; the destination must be empty.
Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Attack
3
Defense
4
Damage
1–1
Health
15
Speed
6
Shots
0
Base weekly growth
14
Initiative
9
Mana
0
Experience per creature
10
Cost per creature: 45 gold
Abilities and limitations
Flyer
Crosses obstacles while moving; the destination must be empty.
Elemental
An elemental resists poison, blindness and mind control. Normal resurrection and First Aid Tent do not apply.
Enraged
Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Immune to Air
Immune to Air. Assess other damage and effect types separately.
Heroes connected to this creature
Army range in the source profile (9)
The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.
Iron Golem should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 7 concerns ATB. A movement change is not the same change in action frequency.
Immune to Slow: Immune to Slow. Assess other damage and effect types separately.
Magic-proof 50%: Reduces magical spell damage by 50%. This is damage reduction rather than an equal chance to resist completely.
Attack
5
Defense
5
Damage
3–5
Health
18
Speed
4
Shots
0
Base weekly growth
9
Initiative
7
Mana
0
Experience per creature
21
Cost per creature: 100 gold
Abilities and limitations
Mechanical
Mechanical creature has neutral Morale and resists poison, blindness and mind control. Normal resurrection and First Aid Tent do not work.
Immune to Slow
Immune to Slow. Assess other damage and effect types separately.
Magic-proof 50%
Reduces magical spell damage by 50%. This is damage reduction rather than an equal chance to resist completely.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Mage needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Attack
10
Defense
10
Damage
7–7
Health
18
Speed
4
Shots
3
Base weekly growth
5
Initiative
10
Mana
10
Experience per creature
36
Cost per creature: 250 gold
Abilities and limitations
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Caster
Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
No Range Penalty
Ranged attacks have no normal penalty for distances beyond half the battlefield.
Magic Attack
A shot hits all stacks in a straight line, including allies.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Djinn should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 7 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
11
Defense
10
Damage
12–14
Health
40
Speed
7
Shots
0
Base weekly growth
3
Initiative
12
Mana
0
Experience per creature
55
Cost per creature: 460 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer
Crosses obstacles while moving; the destination must be empty.
Random Curse
Has limited uses of random Dark Magic curses against enemy stacks.
Magic-proof 25%
Reduces magical spell damage by 25%. This is damage reduction rather than an equal chance to resist completely.
Rakshasa Rani should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
No Enemy Retaliation: Melee attacks prevent enemy retaliation under the ability’s normal rule.
Attack
25
Defense
20
Damage
15–23
Health
120
Speed
5
Shots
0
Base weekly growth
2
Initiative
9
Mana
0
Experience per creature
120
Cost per creature: 1400 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
No Enemy Retaliation
Melee attacks prevent enemy retaliation under the ability’s normal rule.
Colossus should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 6 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Immune to Mind Control: Immune to Mind Control. Assess other damage and effect types separately.
Attack
27
Defense
27
Damage
40–70
Health
175
Speed
6
Shots
0
Base weekly growth
1
Initiative
10
Mana
0
Experience per creature
242
Cost per creature: 2700 gold + 1 gems
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Immune to Mind Control
Immune to Mind Control. Assess other damage and effect types separately.
Master Gremlin needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Repair: Once per battle, repairs friendly mechanical creatures or machines for 5 health per Master Gremlin.
Attack
2
Defense
2
Damage
1–2
Health
6
Speed
5
Shots
7
Base weekly growth
20
Initiative
11
Mana
0
Experience per creature
12
Cost per creature: 35 gold
Abilities and limitations
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Repair
Once per battle, repairs friendly mechanical creatures or machines for 5 health per Master Gremlin.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Gremlin Saboteur needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Sabotage: Disables an eligible enemy mechanical unit for one turn. Eligibility depends on the stacks’ health totals.
Attack
5
Defense
3
Damage
1–2
Health
6
Speed
5
Shots
7
Base weekly growth
20
Initiative
12
Mana
0
Experience per creature
12
Cost per creature: 35 gold
Abilities and limitations
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Sabotage
Disables an eligible enemy mechanical unit for one turn. Eligibility depends on the stacks’ health totals.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Obsidian Gargoyle should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 7 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Flyer: Crosses obstacles while moving; the destination must be empty.
Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Attack
3
Defense
5
Damage
1–2
Health
20
Speed
7
Shots
0
Base weekly growth
14
Initiative
10
Mana
0
Experience per creature
18
Cost per creature: 70 gold
Abilities and limitations
Flyer
Crosses obstacles while moving; the destination must be empty.
Elemental
An elemental resists poison, blindness and mind control. Normal resurrection and First Aid Tent do not apply.
Enraged
Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Immune to Air
Immune to Air. Assess other damage and effect types separately.
Immune to Fire
Immune to Fire. Assess other damage and effect types separately.
Immune to Water
Immune to Water. Assess other damage and effect types separately.
Elemental Gargoyle should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 7 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.
Flyer: Crosses obstacles while moving; the destination must be empty.
Aura of Fire / Ice / Lightning Vulnerability: The creature and adjacent stacks, including allies, take 50% extra damage from the relevant fire, ice and lightning spells.
Attack
2
Defense
6
Damage
1–2
Health
20
Speed
7
Shots
0
Base weekly growth
14
Initiative
11
Mana
0
Experience per creature
19
Cost per creature: 70 gold
Abilities and limitations
Flyer
Crosses obstacles while moving; the destination must be empty.
Aura of Fire / Ice / Lightning Vulnerability
The creature and adjacent stacks, including allies, take 50% extra damage from the relevant fire, ice and lightning spells.
Enraged
Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Elemental
An elemental resists poison, blindness and mind control. Normal resurrection and First Aid Tent do not apply.
Steel Golem should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 7 concerns ATB. A movement change is not the same change in action frequency.
Unlimited Retaliation: Normal melee retaliation is not limited to once. No Enemy Retaliation and other special rules still matter.
Immune to Slow: Immune to Slow. Assess other damage and effect types separately.
Attack
6
Defense
6
Damage
5–7
Health
24
Speed
4
Shots
0
Base weekly growth
9
Initiative
7
Mana
0
Experience per creature
34
Cost per creature: 150 gold
Abilities and limitations
Unlimited Retaliation
Normal melee retaliation is not limited to once. No Enemy Retaliation and other special rules still matter.
Mechanical
Mechanical creature has neutral Morale and resists poison, blindness and mind control. Normal resurrection and First Aid Tent do not work.
Immune to Slow
Immune to Slow. Assess other damage and effect types separately.
Magic-proof 75%
Reduces magical spell damage by 75%. This is damage reduction rather than an equal chance to resist completely.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Magnetic Golem should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.
Enchanted Armor: Converts half of magical damage into healing, including resurrection. Direct physical spell damage is an exception. Irresistible Magic does not bypass this protection.
Magnetism: Redirects some area-spell damage from other affected stacks onto itself; Enchanted Armor can convert it to healing. Armageddon is excluded.
Attack
6
Defense
4
Damage
5–7
Health
20
Speed
4
Shots
0
Base weekly growth
9
Initiative
9
Mana
0
Experience per creature
34
Cost per creature: 150 gold
Abilities and limitations
Mechanical
Mechanical creature has neutral Morale and resists poison, blindness and mind control. Normal resurrection and First Aid Tent do not work.
Enchanted Armor
Converts half of magical damage into healing, including resurrection. Direct physical spell damage is an exception. Irresistible Magic does not bypass this protection.
Magnetism
Redirects some area-spell damage from other affected stacks onto itself; Enchanted Armor can convert it to healing. Armageddon is excluded.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Archmage needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Attack
10
Defense
10
Damage
7–7
Health
30
Speed
4
Shots
4
Base weekly growth
5
Initiative
10
Mana
25
Experience per creature
50
Cost per creature: 340 gold
Abilities and limitations
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Caster
Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
No Range Penalty
Ranged attacks have no normal penalty for distances beyond half the battlefield.
Magic Attack
A shot hits all stacks in a straight line, including allies.
Energy Channel
Hero spells cost 25% less mana, with the resulting cost rounded down.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Battle Mage needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Attack
12
Defense
9
Damage
7–7
Health
29
Speed
4
Shots
6
Base weekly growth
5
Initiative
10
Mana
10
Experience per creature
50
Cost per creature: 340 gold
Abilities and limitations
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Caster
Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Dampen Magic
Protects adjacent friendly stacks from ranged Mage attacks.
Magic Attack
A shot hits all stacks in a straight line, including allies.
No Range Penalty
Ranged attacks have no normal penalty for distances beyond half the battlefield.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Djinn Sultan should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 8 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
14
Defense
14
Damage
14–19
Health
45
Speed
8
Shots
0
Base weekly growth
3
Initiative
12
Mana
0
Experience per creature
80
Cost per creature: 630 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer
Crosses obstacles while moving; the destination must be empty.
Random Blessing
Actively casts a random blessing on an ally or curse on an enemy.
Magic-proof 50%
Reduces magical spell damage by 50%. This is damage reduction rather than an equal chance to resist completely.
Djinn Vizier should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 8 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
13
Defense
13
Damage
14–19
Health
50
Speed
8
Shots
0
Base weekly growth
3
Initiative
12
Mana
0
Experience per creature
81
Cost per creature: 630 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer
Crosses obstacles while moving; the destination must be empty.
Wheel of Fortune
Three times per battle, randomly changes selected target Luck by 1–3. Matching bonuses do not stack.
Magic-proof 75%
Reduces magical spell damage by 75%. This is damage reduction rather than an equal chance to resist completely.
Immune to Air
Immune to Air. Assess other damage and effect types separately.
Rakshasa Raja should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 6 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
No Enemy Retaliation: Melee attacks prevent enemy retaliation under the ability’s normal rule.
Attack
25
Defense
20
Damage
23–30
Health
140
Speed
6
Shots
0
Base weekly growth
2
Initiative
8
Mana
0
Experience per creature
160
Cost per creature: 1700 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
No Enemy Retaliation
Melee attacks prevent enemy retaliation under the ability’s normal rule.
Dash
Skips an action and doubles initiative for the next three actions.
Rakshasa Kshatra should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 7 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Whirlwind: Hits enemies in the six-tile frontal area.
Attack
27
Defense
20
Damage
25–35
Health
135
Speed
7
Shots
0
Base weekly growth
2
Initiative
8
Mana
0
Experience per creature
161
Cost per creature: 1700 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Whirlwind
Hits enemies in the six-tile frontal area.
Dash
Skips an action and doubles initiative for the next three actions.
Titan needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 6 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Attack
30
Defense
30
Damage
40–70
Health
190
Speed
6
Shots
5
Base weekly growth
1
Initiative
10
Mana
0
Experience per creature
290
Cost per creature: 3300 gold + 2 gems
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
No Melee Penalty
The shooter has no normal melee damage penalty.
Immune to Mind Control
Immune to Mind Control. Assess other damage and effect types separately.
Call Lightning
An active bolt deals 30 Air Damage per Titan. Ignores magical protection while retaining immunities and resistance.
Storm Titan needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 6 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Attack
30
Defense
30
Damage
40–70
Health
190
Speed
6
Shots
5
Base weekly growth
1
Initiative
10
Mana
0
Experience per creature
291
Cost per creature: 3300 gold + 2 gems
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
No Melee Penalty
The shooter has no normal melee damage penalty.
Immune to Mind Control
Immune to Mind Control. Assess other damage and effect types separately.
Stormcaller
Creates a 3 × 3 storm for three turns. Also damages allies and reduces shooting effectiveness according to Storm Titan count.
Scout needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
No Melee Penalty: The shooter has no normal melee damage penalty.
Attack
3
Defense
3
Damage
2–4
Health
10
Speed
5
Shots
5
Base weekly growth
7
Initiative
10
Mana
0
Experience per creature
12
Cost per creature: 60 gold
Abilities and limitations
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Blood Maiden should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 7 sets movement reach; Initiative 14 concerns ATB. A movement change is not the same change in action frequency.
Strike and Return: Returns to the starting position after attacking. This ability alone does not prevent retaliation.
Attack
4
Defense
2
Damage
5–7
Health
16
Speed
7
Shots
0
Base weekly growth
5
Initiative
14
Mana
0
Experience per creature
21
Cost per creature: 125 gold
Abilities and limitations
Strike and Return
Returns to the starting position after attacking. This ability alone does not prevent retaliation.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Minotaur should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.
Bravery: Morale cannot fall below +1.
Attack
5
Defense
2
Damage
4–7
Health
31
Speed
5
Shots
0
Base weekly growth
6
Initiative
8
Mana
0
Experience per creature
25
Cost per creature: 140 gold
Abilities and limitations
Bravery
Morale cannot fall below +1.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Dark Raider should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 6 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Rider Charge: Reduces effective target Defense by 20% per tile moved before attacking, down to zero.
Attack
9
Defense
7
Damage
7–12
Health
40
Speed
6
Shots
0
Base weekly growth
4
Initiative
11
Mana
0
Experience per creature
40
Cost per creature: 300 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Rider Charge
Reduces effective target Defense by 20% per tile moved before attacking, down to zero.
Hydra should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 7 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
No Enemy Retaliation: Melee attacks prevent enemy retaliation under the ability’s normal rule.
Attack
15
Defense
12
Damage
7–14
Health
80
Speed
5
Shots
0
Base weekly growth
3
Initiative
7
Mana
0
Experience per creature
57
Cost per creature: 550 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
No Enemy Retaliation
Melee attacks prevent enemy retaliation under the ability’s normal rule.
Enraged
Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Three-headed Attack
Hits multiple adjacent enemy tiles: all six for Hydra, three for Cerberus and Firehound.
Shadow Witch needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Attack
18
Defense
18
Damage
17–24
Health
80
Speed
4
Shots
4
Base weekly growth
2
Initiative
10
Mana
11
Experience per creature
136
Cost per creature: 1400 gold
Abilities and limitations
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Caster
Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Heroes connected to this creature
Specific specialty effect (1)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
Shadow Dragon should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 9 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
25
Defense
24
Damage
45–70
Health
200
Speed
9
Shots
0
Base weekly growth
1
Initiative
10
Mana
0
Experience per creature
269
Cost per creature: 3000 gold + 1 sulfur
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer
Crosses obstacles while moving; the destination must be empty.
Fire Breath
Also hits the stack directly behind the target. Firehound secondary targets take 75% damage.
Assassin needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
No Melee Penalty: The shooter has no normal melee damage penalty.
Attack
4
Defense
3
Damage
2–4
Health
14
Speed
5
Shots
5
Base weekly growth
7
Initiative
12
Mana
0
Experience per creature
23
Cost per creature: 100 gold
Abilities and limitations
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Applies poison. Duration and damage differ between Assassins/Stalkers and Manticores.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Stalker should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 6 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.
Poisonous Attack: Applies poison. Duration and damage differ between Assassins/Stalkers and Manticores.
Invisibility: Once per battle, becomes invisible for three turns. Attacking or close contact reveals it; area effects can still hit.
Attack
5
Defense
4
Damage
3–5
Health
15
Speed
6
Shots
0
Base weekly growth
7
Initiative
12
Mana
0
Experience per creature
22
Cost per creature: 100 gold
Abilities and limitations
Poisonous Attack
Applies poison. Duration and damage differ between Assassins/Stalkers and Manticores.
Invisibility
Once per battle, becomes invisible for three turns. Attacking or close contact reveals it; area effects can still hit.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Choose a starting position safe to return to after the strike. Strike and Return with no retaliation exploits an open target, but nearby enemy ATB still matters afterward.
Watch for: Returning is not invisibility. Speed determines reachable tiles and Initiative determines timing; other forms’ traits do not apply automatically.
Timing, specific abilities and the follow-up plan
Speed 8 sets movement reach; Initiative 16 concerns ATB. A movement change is not the same change in action frequency.
No Enemy Retaliation: Melee attacks prevent enemy retaliation under the ability’s normal rule.
Strike and Return: Returns to the starting position after attacking. This ability alone does not prevent retaliation.
Attack
5
Defense
3
Damage
5–7
Health
16
Speed
8
Shots
0
Base weekly growth
5
Initiative
16
Mana
0
Experience per creature
35
Cost per creature: 175 gold
Abilities and limitations
No Enemy Retaliation
Melee attacks prevent enemy retaliation under the ability’s normal rule.
Strike and Return
Returns to the starting position after attacking. This ability alone does not prevent retaliation.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Blood Sister should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 8 sets movement reach; Initiative 14 concerns ATB. A movement change is not the same change in action frequency.
No Enemy Retaliation: Melee attacks prevent enemy retaliation under the ability’s normal rule.
Strike and Return: Returns to the starting position after attacking. This ability alone does not prevent retaliation.
Attack
5
Defense
4
Damage
3–8
Health
21
Speed
8
Shots
0
Base weekly growth
5
Initiative
14
Mana
0
Experience per creature
34
Cost per creature: 175 gold
Abilities and limitations
No Enemy Retaliation
Melee attacks prevent enemy retaliation under the ability’s normal rule.
Strike and Return
Returns to the starting position after attacking. This ability alone does not prevent retaliation.
Immune to Weakness
Immune to Weakness. Assess other damage and effect types separately.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Minotaur Guard should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.
Double Attack: Strikes twice in one attack.
Bravery: Morale cannot fall below +1.
Attack
5
Defense
2
Damage
4–7
Health
35
Speed
5
Shots
0
Base weekly growth
6
Initiative
8
Mana
0
Experience per creature
38
Cost per creature: 200 gold
Abilities and limitations
Double Attack
Strikes twice in one attack.
Bravery
Morale cannot fall below +1.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Minotaur Taskmaster should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.
Aura of Bravery: Keeps adjacent friendly stacks at a minimum of +1 Morale.
Attack
6
Defense
5
Damage
5–8
Health
40
Speed
5
Shots
0
Base weekly growth
6
Initiative
9
Mana
0
Experience per creature
39
Cost per creature: 200 gold
Abilities and limitations
Aura of Bravery
Keeps adjacent friendly stacks at a minimum of +1 Morale.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Grim Raider should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 8 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Rider Charge: Reduces effective target Defense by 20% per tile moved before attacking, down to zero.
Attack
10
Defense
9
Damage
7–14
Health
60
Speed
8
Shots
0
Base weekly growth
4
Initiative
11
Mana
0
Experience per creature
59
Cost per creature: 450 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Rider Charge
Reduces effective target Defense by 20% per tile moved before attacking, down to zero.
Lizard Bite
When an ally attacks an adjacent enemy, adds an attack for half normal damage.
Brisk Raider should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 8 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Lizard Bite: When an ally attacks an adjacent enemy, adds an attack for half normal damage.
Attack
12
Defense
9
Damage
7–12
Health
60
Speed
8
Shots
0
Base weekly growth
4
Initiative
12
Mana
0
Experience per creature
61
Cost per creature: 450 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Lizard Bite
When an ally attacks an adjacent enemy, adds an attack for half normal damage.
Wheeling Attack
Hits enemies adjacent to its route for 25% damage without retaliation while approaching the main target.
Deep Hydra should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 7 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
No Enemy Retaliation: Melee attacks prevent enemy retaliation under the ability’s normal rule.
Attack
15
Defense
15
Damage
9–14
Health
125
Speed
5
Shots
0
Base weekly growth
3
Initiative
7
Mana
0
Experience per creature
85
Cost per creature: 800 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
No Enemy Retaliation
Melee attacks prevent enemy retaliation under the ability’s normal rule.
Enraged
Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Foul Hydra should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Acid Blood: When hit, splashes acid toward the attacker across four tiles for 25% normal damage. The damage is physical.
Attack
15
Defense
14
Damage
9–12
Health
125
Speed
5
Shots
0
Base weekly growth
3
Initiative
8
Mana
0
Experience per creature
86
Cost per creature: 800 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Acid Blood
When hit, splashes acid toward the attacker across four tiles for 25% normal damage. The damage is physical.
Enraged
Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
No Enemy Retaliation
Melee attacks prevent enemy retaliation under the ability’s normal rule.
Shadow Matriarch needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Attack
20
Defense
20
Damage
17–27
Health
90
Speed
4
Shots
4
Base weekly growth
2
Initiative
10
Mana
14
Experience per creature
155
Cost per creature: 1700 gold
Abilities and limitations
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Caster
Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Whip Strike
A melee hit may add Slow, Weakness or Frenzy. Undead, elemental and mechanical targets are exempt.
Heroes connected to this creature
Specific specialty effect (1)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
Shadow Mistress: before activating, compare immediate damage with support or control from its actual ability pool. Choose an eligible target and an opportunity to exploit the effect in subsequent actions.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.
Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Whip Strike: A melee hit may add Slow, Weakness or Frenzy. Undead, elemental and mechanical targets are exempt.
Attack
20
Defense
20
Damage
20–30
Health
100
Speed
5
Shots
0
Base weekly growth
2
Initiative
11
Mana
14
Experience per creature
156
Cost per creature: 1700 gold
Abilities and limitations
Caster
Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Whip Strike
A melee hit may add Slow, Weakness or Frenzy. Undead, elemental and mechanical targets are exempt.
Invisibility
Once per battle, becomes invisible for three turns. Attacking or close contact reveals it; area effects can still hit.
Black Dragon should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 9 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
30
Defense
30
Damage
45–70
Health
240
Speed
9
Shots
0
Base weekly growth
1
Initiative
10
Mana
0
Experience per creature
353
Cost per creature: 3700 gold + 2 sulfur
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer
Crosses obstacles while moving; the destination must be empty.
Immune to Magic
Complete magic immunity also blocks friendly support spells.
Fire Breath
Also hits the stack directly behind the target. Firehound secondary targets take 75% damage.
Red Dragon should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 9 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
30
Defense
30
Damage
45–60
Health
235
Speed
9
Shots
0
Base weekly growth
1
Initiative
11
Mana
0
Experience per creature
349
Cost per creature: 3700 gold + 2 sulfur
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer
Crosses obstacles while moving; the destination must be empty.
Fire Breath
Also hits the stack directly behind the target. Firehound secondary targets take 75% damage.
Incinerate
An active attack on an adjacent target deals 50% extra damage without retaliation.
Peasant should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.
Taxpayer: Provides 1 Gold daily per such creature in armies and towns.
Attack
1
Defense
1
Damage
1–1
Health
3
Speed
4
Shots
0
Base weekly growth
22
Initiative
8
Mana
0
Experience per creature
4
Cost per creature: 15 gold
Abilities and limitations
Taxpayer
Provides 1 Gold daily per such creature in armies and towns.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Archer needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Scatter Shot: An active 3 × 3 shot deals half damage to each target, including allies.
Attack
4
Defense
3
Damage
2–4
Health
7
Speed
4
Shots
10
Base weekly growth
12
Initiative
9
Mana
0
Experience per creature
12
Cost per creature: 50 gold
Abilities and limitations
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Scatter Shot
An active 3 × 3 shot deals half damage to each target, including allies.
Heroes connected to this creature
Combat specialty for this recruitment line (2)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Footman should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.
Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Large Shield: Non-magical ranged attacks deal only 50% normal damage.
Attack
4
Defense
8
Damage
2–4
Health
16
Speed
4
Shots
0
Base weekly growth
10
Initiative
8
Mana
0
Experience per creature
17
Cost per creature: 85 gold
Abilities and limitations
Enraged
Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Large Shield
Non-magical ranged attacks deal only 50% normal damage.
Bash
May stun the target, prevent retaliation and reset its ATB. Mechanical creatures are unaffected.
Heroes connected to this creature
Combat specialty for this recruitment line (3)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Griffin should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 7 sets movement reach; Initiative 15 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
7
Defense
5
Damage
5–10
Health
30
Speed
7
Shots
0
Base weekly growth
5
Initiative
15
Mana
0
Experience per creature
38
Cost per creature: 250 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer
Crosses obstacles while moving; the destination must be empty.
Unlimited Retaliation
Normal melee retaliation is not limited to once. No Enemy Retaliation and other special rules still matter.
Imm. to Blind
Cannot be blinded. Assess other control effects separately.
Heroes connected to this creature
Combat specialty for this recruitment line (3)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Priest needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
No Melee Penalty: The shooter has no normal melee damage penalty.
Attack
12
Defense
12
Damage
9–12
Health
54
Speed
5
Shots
7
Base weekly growth
3
Initiative
10
Mana
0
Experience per creature
70
Cost per creature: 600 gold
Abilities and limitations
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Cavalier should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 7 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Jousting: Gains 5% damage per tile moved before attacking.
Attack
23
Defense
21
Damage
20–30
Health
90
Speed
7
Shots
0
Base weekly growth
2
Initiative
11
Mana
0
Experience per creature
115
Cost per creature: 1300 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Angel should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 6 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
27
Defense
27
Damage
45–45
Health
180
Speed
6
Shots
0
Base weekly growth
1
Initiative
11
Mana
0
Experience per creature
212
Cost per creature: 2800 gold + 1 crystals
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer
Crosses obstacles while moving; the destination must be empty.
Conscript should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.
Bash: May stun the target, prevent retaliation and reset its ATB. Mechanical creatures are unaffected.
Taxpayer: Provides 1 Gold daily per such creature in armies and towns.
Attack
1
Defense
2
Damage
1–2
Health
6
Speed
4
Shots
0
Base weekly growth
22
Initiative
8
Mana
0
Experience per creature
8
Cost per creature: 25 gold
Abilities and limitations
Bash
May stun the target, prevent retaliation and reset its ATB. Mechanical creatures are unaffected.
Taxpayer
Provides 1 Gold daily per such creature in armies and towns.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Brute should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.
Taxpayer: Provides 1 Gold daily per such creature in armies and towns.
Assault: May add another strike after the first hit and enemy retaliation.
Attack
2
Defense
1
Damage
1–2
Health
6
Speed
4
Shots
0
Base weekly growth
22
Initiative
8
Mana
0
Experience per creature
8
Cost per creature: 25 gold
Abilities and limitations
Taxpayer
Provides 1 Gold daily per such creature in armies and towns.
Assault
May add another strike after the first hit and enemy retaliation.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Marksman needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Precise Shot: Shots from fewer than three tiles away ignore target Defense in the damage calculation.
Attack
4
Defense
4
Damage
2–8
Health
10
Speed
4
Shots
12
Base weekly growth
12
Initiative
8
Mana
0
Experience per creature
19
Cost per creature: 80 gold
Abilities and limitations
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Precise Shot
Shots from fewer than three tiles away ignore target Defense in the damage calculation.
Heroes connected to this creature
Combat specialty for this recruitment line (2)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Crossbowman needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
No Range Penalty: Ranged attacks have no normal penalty for distances beyond half the battlefield.
Attack
5
Defense
4
Damage
2–8
Health
10
Speed
4
Shots
10
Base weekly growth
12
Initiative
8
Mana
0
Experience per creature
20
Cost per creature: 80 gold
Abilities and limitations
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
No Range Penalty
Ranged attacks have no normal penalty for distances beyond half the battlefield.
Heroes connected to this creature
Combat specialty for this recruitment line (2)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Squire should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.
Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Large Shield: Non-magical ranged attacks deal only 50% normal damage.
Attack
5
Defense
9
Damage
2–5
Health
26
Speed
4
Shots
0
Base weekly growth
10
Initiative
8
Mana
0
Experience per creature
28
Cost per creature: 130 gold
Abilities and limitations
Enraged
Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Large Shield
Non-magical ranged attacks deal only 50% normal damage.
Shield Allies
Adjacent friendly stacks take half non-magical ranged damage.
Bash
May stun the target, prevent retaliation and reset its ATB. Mechanical creatures are unaffected.
Heroes connected to this creature
Combat specialty for this recruitment line (3)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Vindicator should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.
Large Shield: Non-magical ranged attacks deal only 50% normal damage.
Cleave: If the attack kills at least one creature, adds another strike.
Attack
8
Defense
8
Damage
2–5
Health
26
Speed
4
Shots
0
Base weekly growth
10
Initiative
8
Mana
0
Experience per creature
29
Cost per creature: 130 gold
Abilities and limitations
Large Shield
Non-magical ranged attacks deal only 50% normal damage.
Cleave
If the attack kills at least one creature, adds another strike.
Enraged
Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Heroes connected to this creature
Combat specialty for this recruitment line (3)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Imperial Griffin should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 7 sets movement reach; Initiative 15 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
9
Defense
8
Damage
5–15
Health
35
Speed
7
Shots
0
Base weekly growth
5
Initiative
15
Mana
0
Experience per creature
58
Cost per creature: 370 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer
Crosses obstacles while moving; the destination must be empty.
Unlimited Retaliation
Normal melee retaliation is not limited to once. No Enemy Retaliation and other special rules still matter.
Imm. to Blind
Cannot be blinded. Assess other control effects separately.
Battle Dive
A delayed dive deals double damage to whoever occupies the chosen tile, including an ally.
Heroes connected to this creature
Combat specialty for this recruitment line (3)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Battle Griffin should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 7 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
7
Defense
12
Damage
6–12
Health
52
Speed
7
Shots
0
Base weekly growth
5
Initiative
10
Mana
0
Experience per creature
58
Cost per creature: 370 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer
Crosses obstacles while moving; the destination must be empty.
Unlimited Retaliation
Normal melee retaliation is not limited to once. No Enemy Retaliation and other special rules still matter.
Imm. to Blind
Cannot be blinded. Assess other control effects separately.
Rush Dive
Once per battle, performs a delayed line dive for 75% normal damage without retaliation. Requires at least five Battle Griffins.
Battle Frenzy
Each further retaliation deals 1.5 times the previous damage. The multiplier resets when the creature acts.
Heroes connected to this creature
Combat specialty for this recruitment line (3)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Inquisitor needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Attack
16
Defense
16
Damage
9–12
Health
80
Speed
5
Shots
7
Base weekly growth
3
Initiative
10
Mana
12
Experience per creature
100
Cost per creature: 850 gold
Abilities and limitations
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Caster
Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Zealot needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Attack
20
Defense
14
Damage
9–12
Health
80
Speed
5
Shots
7
Base weekly growth
3
Initiative
10
Mana
15
Experience per creature
100
Cost per creature: 850 gold
Abilities and limitations
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Caster
Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
No Melee Penalty
The shooter has no normal melee damage penalty.
Purge
On triggering, removes one randomly selected removable positive effect from the target.
Paladin should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 8 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Jousting: Gains 5% damage per tile moved before attacking.
Attack
24
Defense
24
Damage
20–30
Health
100
Speed
8
Shots
0
Base weekly growth
2
Initiative
12
Mana
0
Experience per creature
160
Cost per creature: 1700 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Jousting
Gains 5% damage per tile moved before attacking.
Lay Hands
Fully heals one creature in the selected friendly stack and removes its negative magical effects.
Immune to Frenzy
Immune to Frenzy. Assess other damage and effect types separately.
Champion should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 8 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Jousting: Gains 5% damage per tile moved before attacking.
Attack
24
Defense
20
Damage
20–35
Health
100
Speed
8
Shots
0
Base weekly growth
2
Initiative
12
Mana
0
Experience per creature
160
Cost per creature: 1700 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Jousting
Gains 5% damage per tile moved before attacking.
Champion Charge
After moving more than two tiles, also hits the stack directly behind the target for half damage.
Archangel should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 8 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
31
Defense
31
Damage
50–50
Health
220
Speed
8
Shots
0
Base weekly growth
1
Initiative
11
Mana
0
Experience per creature
332
Cost per creature: 3500 gold + 2 crystals
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer
Crosses obstacles while moving; the destination must be empty.
Resurrect Allies
Once per battle, resurrects a fallen friendly stack if its location is unoccupied.
Seraph: before activating, compare immediate damage with support or control from its actual ability pool. Choose an eligible target and an opportunity to exploit the effect in subsequent actions.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 8 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
35
Defense
25
Damage
25–75
Health
220
Speed
8
Shots
0
Base weekly growth
1
Initiative
11
Mana
14
Experience per creature
322
Cost per creature: 3500 gold + 2 crystals
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer
Crosses obstacles while moving; the destination must be empty.
Caster
Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Imp should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 13 concerns ATB. A movement change is not the same change in action frequency.
Demonic: Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Mana Destroyer: Destroys enemy hero mana at its first action, according to stack size.
Attack
2
Defense
1
Damage
1–2
Health
4
Speed
5
Shots
0
Base weekly growth
16
Initiative
13
Mana
0
Experience per creature
7
Cost per creature: 25 gold
Abilities and limitations
Demonic
Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Mana Destroyer
Destroys enemy hero mana at its first action, according to stack size.
Heroes connected to this creature
Army range in the source profile (13)
The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.
Horned Demon should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 7 concerns ATB. A movement change is not the same change in action frequency.
Demonic: Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Attack
1
Defense
3
Damage
1–2
Health
13
Speed
5
Shots
0
Base weekly growth
15
Initiative
7
Mana
0
Experience per creature
10
Cost per creature: 40 gold
Abilities and limitations
Demonic
Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Enraged
Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Heroes connected to this creature
Army range in the source profile (13)
The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.
Hell Hound should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 7 sets movement reach; Initiative 13 concerns ATB. A movement change is not the same change in action frequency.
Demonic: Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Attack
4
Defense
3
Damage
3–5
Health
15
Speed
7
Shots
0
Base weekly growth
8
Initiative
13
Mana
0
Experience per creature
21
Cost per creature: 110 gold
Abilities and limitations
Demonic
Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Succubus needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Demonic: Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Attack
6
Defense
6
Damage
6–13
Health
20
Speed
4
Shots
6
Base weekly growth
5
Initiative
10
Mana
0
Experience per creature
37
Cost per creature: 240 gold
Abilities and limitations
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Demonic
Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Ranged Retaliation
Returns enemy ranged fire when unblocked and with retaliation still available.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Hell Charger should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 7 sets movement reach; Initiative 16 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Demonic: Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Attack
13
Defense
13
Damage
8–16
Health
50
Speed
7
Shots
0
Base weekly growth
3
Initiative
16
Mana
0
Experience per creature
77
Cost per creature: 550 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Demonic
Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Fear Attack
May force the target to flee and reset its ATB. Mind-control immunity prevents it.
Pit Fiend: before activating, compare immediate damage with support or control from its actual ability pool. Choose an eligible target and an opportunity to exploit the effect in subsequent actions.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Attack
21
Defense
21
Damage
13–26
Health
110
Speed
4
Shots
0
Base weekly growth
2
Initiative
8
Mana
10
Experience per creature
129
Cost per creature: 1400 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Caster
Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Demonic
Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Devil should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 7 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
27
Defense
25
Damage
36–66
Health
166
Speed
7
Shots
0
Base weekly growth
1
Initiative
11
Mana
0
Experience per creature
245
Cost per creature: 2666 gold + 1 sulfur
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer
Crosses obstacles while moving; the destination must be empty.
Demonic
Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Familiar should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 13 concerns ATB. A movement change is not the same change in action frequency.
Demonic: Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Mana Stealer: At its first action, steals enemy hero mana and transfers it to the friendly hero.
Attack
3
Defense
2
Damage
2–3
Health
6
Speed
5
Shots
0
Base weekly growth
16
Initiative
13
Mana
0
Experience per creature
13
Cost per creature: 45 gold
Abilities and limitations
Demonic
Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Mana Stealer
At its first action, steals enemy hero mana and transfers it to the friendly hero.
Vermin should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 6 sets movement reach; Initiative 13 concerns ATB. A movement change is not the same change in action frequency.
Demonic: Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Siphon Mana: Steals enemy hero mana and distributes it among friendly creature casters.
Attack
3
Defense
3
Damage
1–4
Health
6
Speed
6
Shots
0
Base weekly growth
16
Initiative
13
Mana
0
Experience per creature
13
Cost per creature: 45 gold
Abilities and limitations
Demonic
Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Siphon Mana
Steals enemy hero mana and distributes it among friendly creature casters.
Horned Overseer should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.
Demonic: Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Attack
3
Defense
4
Damage
1–4
Health
13
Speed
5
Shots
0
Base weekly growth
15
Initiative
8
Mana
0
Experience per creature
16
Cost per creature: 60 gold
Abilities and limitations
Demonic
Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Enraged
Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Explosion
Once per battle, deals fire damage to adjacent stacks. Damage follows the stack’s effective Spell Power.
Horned Grunt should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.
Demonic: Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Attack
3
Defense
2
Damage
1–4
Health
13
Speed
4
Shots
0
Base weekly growth
15
Initiative
8
Mana
0
Experience per creature
16
Cost per creature: 60 gold
Abilities and limitations
Demonic
Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Enraged
Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Leap
Leaps at a distant target with a distance-based bonus, but exposes itself to stronger retaliation.
Cerberus should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 8 sets movement reach; Initiative 13 concerns ATB. A movement change is not the same change in action frequency.
No Enemy Retaliation: Melee attacks prevent enemy retaliation under the ability’s normal rule.
Demonic: Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Attack
4
Defense
2
Damage
4–6
Health
15
Speed
8
Shots
0
Base weekly growth
8
Initiative
13
Mana
0
Experience per creature
33
Cost per creature: 160 gold
Abilities and limitations
No Enemy Retaliation
Melee attacks prevent enemy retaliation under the ability’s normal rule.
Demonic
Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Three-headed Attack
Hits multiple adjacent enemy tiles: all six for Hydra, three for Cerberus and Firehound.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Firehound should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 8 sets movement reach; Initiative 13 concerns ATB. A movement change is not the same change in action frequency.
Demonic: Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Three-headed Attack: Hits multiple adjacent enemy tiles: all six for Hydra, three for Cerberus and Firehound.
Attack
4
Defense
3
Damage
3–5
Health
15
Speed
8
Shots
0
Base weekly growth
8
Initiative
13
Mana
0
Experience per creature
30
Cost per creature: 160 gold
Abilities and limitations
Demonic
Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Three-headed Attack
Hits multiple adjacent enemy tiles: all six for Hydra, three for Cerberus and Firehound.
No Enemy Retaliation
Melee attacks prevent enemy retaliation under the ability’s normal rule.
Fire Breath
Also hits the stack directly behind the target. Firehound secondary targets take 75% damage.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Succubus Mistress needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Demonic: Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Attack
6
Defense
6
Damage
6–13
Health
30
Speed
4
Shots
6
Base weekly growth
5
Initiative
10
Mana
0
Experience per creature
55
Cost per creature: 350 gold
Abilities and limitations
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Demonic
Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Ranged Retaliation
Returns enemy ranged fire when unblocked and with retaliation still available.
Chain Shot
A shot chains to up to three further targets, halving damage at each jump. Skips Demonic creatures.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Succubus Seducer needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Demonic: Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Attack
6
Defense
6
Damage
6–13
Health
32
Speed
4
Shots
6
Base weekly growth
5
Initiative
9
Mana
0
Experience per creature
54
Cost per creature: 350 gold
Abilities and limitations
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Demonic
Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Ranged Retaliation
Returns enemy ranged fire when unblocked and with retaliation still available.
Seduction
Once per battle, controls an eligible enemy stack. Duration depends on relative power; the seducing stack’s death ends it.
Immune to Puppet Master
Immune to Puppet Master. Assess other damage and effect types separately.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Nightmare should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 8 sets movement reach; Initiative 16 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Demonic: Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Attack
18
Defense
18
Damage
8–16
Health
66
Speed
8
Shots
0
Base weekly growth
3
Initiative
16
Mana
0
Experience per creature
100
Cost per creature: 780 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Demonic
Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Fear Attack
May force the target to flee and reset its ATB. Mind-control immunity prevents it.
Frightful Aura
Reduces adjacent enemies’ Morale by 3. Creatures with fixed neutral Morale are unaffected.
Hell Stallion should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 8 sets movement reach; Initiative 15 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Demonic: Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Attack
18
Defense
17
Damage
10–17
Health
66
Speed
8
Shots
0
Base weekly growth
3
Initiative
15
Mana
0
Experience per creature
101
Cost per creature: 780 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Demonic
Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Searing Aura
An adjacent enemy takes 10 Fire Damage per Hell Stallion at the start of its turn.
Fear Attack
May force the target to flee and reset its ATB. Mind-control immunity prevents it.
Pit Lord: before activating, compare immediate damage with support or control from its actual ability pool. Choose an eligible target and an opportunity to exploit the effect in subsequent actions.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Attack
22
Defense
21
Damage
13–31
Health
120
Speed
4
Shots
0
Base weekly growth
2
Initiative
8
Mana
20
Experience per creature
150
Cost per creature: 1666 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Caster
Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Demonic
Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Vorpal Sword
Attacks and retaliations add damage equal to one target creature’s health.
Pit Spawn should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 6 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Demonic: Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Attack
27
Defense
23
Damage
13–31
Health
140
Speed
6
Shots
0
Base weekly growth
2
Initiative
9
Mana
0
Experience per creature
157
Cost per creature: 1666 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Demonic
Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Blade of Slaughter
Adds 2 damage per creature in the target stack, after multiplicative bonuses.
Magic-proof 50%
Reduces magical spell damage by 50%. This is damage reduction rather than an equal chance to resist completely.
Arch Devil should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 7 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
32
Defense
29
Damage
36–66
Health
199
Speed
7
Shots
0
Base weekly growth
1
Initiative
11
Mana
0
Experience per creature
311
Cost per creature: 3666 gold + 2 sulfur
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer
Crosses obstacles while moving; the destination must be empty.
Demonic
Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Summon Pit Lords
Once per battle, summons up to two Pit Lords per Arch Devil from a dead friendly stack, limited by the corpse’s health.
Arch Demon can change the contact point across obstacles. Choose a free reachable landing position that threatens an important target without exposing friendly shooters.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 6 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
32
Defense
31
Damage
36–66
Health
211
Speed
6
Shots
0
Base weekly growth
1
Initiative
10
Mana
0
Experience per creature
312
Cost per creature: 3666 gold + 2 sulfur
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer
Crosses obstacles while moving; the destination must be empty.
Demonic
Demonic type is skipped by Succubus Chain Shot and follows the relevant Holy Word vulnerability.
Teleport Other
Moves a reachable friendly or enemy stack to the nearest available tile beside the Arch Demon.
Skeleton should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Attack
1
Defense
2
Damage
1–1
Health
4
Speed
5
Shots
0
Base weekly growth
20
Initiative
10
Mana
0
Experience per creature
5
Cost per creature: 19 gold
Abilities and limitations
Undead
Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.
Heroes connected to this creature
Army range in the source profile (12)
The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.
Zombie should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 6 concerns ATB. A movement change is not the same change in action frequency.
Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Attack
1
Defense
2
Damage
1–2
Health
17
Speed
4
Shots
0
Base weekly growth
15
Initiative
6
Mana
0
Experience per creature
10
Cost per creature: 40 gold
Abilities and limitations
Undead
Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.
Enraged
Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Ghost should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Flyer: Crosses obstacles while moving; the destination must be empty.
Incorporeal: A non-magical attack has a 50% hit chance. After two hits or misses in a row, the third result is forced opposite; all Incorporeal stacks share the counter.
Attack
5
Defense
4
Damage
2–4
Health
16
Speed
5
Shots
0
Base weekly growth
9
Initiative
10
Mana
0
Experience per creature
20
Cost per creature: 100 gold
Abilities and limitations
Flyer
Crosses obstacles while moving; the destination must be empty.
Undead
Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.
Incorporeal
A non-magical attack has a 50% hit chance. After two hits or misses in a row, the third result is forced opposite; all Incorporeal stacks share the counter.
Heroes connected to this creature
Temporary combat summon (2)
This creature appears temporarily during battle under the stated trigger. This does not establish a starting or permanently acquired stack; the hero profile explains duration and conditions.
Vampire should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 6 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.
No Enemy Retaliation: Melee attacks prevent enemy retaliation under the ability’s normal rule.
Life Drain: Restores its own stack from half of dealt damage, including lost creatures against eligible targets.
Attack
6
Defense
6
Damage
6–8
Health
30
Speed
6
Shots
0
Base weekly growth
5
Initiative
11
Mana
0
Experience per creature
38
Cost per creature: 250 gold
Abilities and limitations
No Enemy Retaliation
Melee attacks prevent enemy retaliation under the ability’s normal rule.
Undead
Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.
Life Drain
Restores its own stack from half of dealt damage, including lost creatures against eligible targets.
Heroes connected to this creature
Combat specialty for this recruitment line (2)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Lich needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 3 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Attack
15
Defense
15
Damage
12–17
Health
50
Speed
3
Shots
5
Base weekly growth
3
Initiative
10
Mana
0
Experience per creature
70
Cost per creature: 620 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Undead
Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.
Death Cloud
A shot creates a 3 × 3 cloud. Main target takes normal damage; surrounding undead are exempt and other stacks take half.
Wight should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 6 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Attack
24
Defense
22
Damage
21–25
Health
95
Speed
6
Shots
0
Base weekly growth
2
Initiative
11
Mana
0
Experience per creature
120
Cost per creature: 1400 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Undead
Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.
Bone Dragon should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 6 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
27
Defense
28
Damage
15–30
Health
150
Speed
6
Shots
0
Base weekly growth
1
Initiative
11
Mana
0
Experience per creature
166
Cost per creature: 1600 gold + 1 mercury
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer
Crosses obstacles while moving; the destination must be empty.
Undead
Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.
Skeleton Archer needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Attack
1
Defense
2
Damage
1–2
Health
5
Speed
4
Shots
8
Base weekly growth
20
Initiative
10
Mana
0
Experience per creature
10
Cost per creature: 30 gold
Abilities and limitations
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Undead
Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.
Skeleton Warrior should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Large Shield: Non-magical ranged attacks deal only 50% normal damage.
Magic-proof 25%: Reduces magical spell damage by 25%. This is damage reduction rather than an equal chance to resist completely.
Attack
2
Defense
6
Damage
1–3
Health
5
Speed
5
Shots
0
Base weekly growth
20
Initiative
10
Mana
0
Experience per creature
10
Cost per creature: 30 gold
Abilities and limitations
Undead
Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.
Large Shield
Non-magical ranged attacks deal only 50% normal damage.
Magic-proof 25%
Reduces magical spell damage by 25%. This is damage reduction rather than an equal chance to resist completely.
Bash
May stun the target, prevent retaliation and reset its ATB. Mechanical creatures are unaffected.
Shield Allies
Adjacent friendly stacks take half non-magical ranged damage.
Plague Zombie should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 7 concerns ATB. A movement change is not the same change in action frequency.
Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Weakening Strike: Each successful hit reduces target Attack and Defense by 2, down to zero.
Attack
2
Defense
2
Damage
2–3
Health
17
Speed
4
Shots
0
Base weekly growth
15
Initiative
7
Mana
0
Experience per creature
15
Cost per creature: 60 gold
Abilities and limitations
Undead
Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.
Enraged
Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Weakening Strike
Each successful hit reduces target Attack and Defense by 2, down to zero.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Rot Zombie should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 7 concerns ATB. A movement change is not the same change in action frequency.
Festering Aura: Reduces adjacent stacks’ Attack, Defense and Morale regardless of owner. Undead are exempt.
Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Attack
2
Defense
3
Damage
1–3
Health
19
Speed
4
Shots
0
Base weekly growth
15
Initiative
7
Mana
0
Experience per creature
15
Cost per creature: 60 gold
Abilities and limitations
Undead
Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.
Festering Aura
Reduces adjacent stacks’ Attack, Defense and Morale regardless of owner. Undead are exempt.
Enraged
Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Spectre should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Flyer: Crosses obstacles while moving; the destination must be empty.
Incorporeal: A non-magical attack has a 50% hit chance. After two hits or misses in a row, the third result is forced opposite; all Incorporeal stacks share the counter.
Attack
5
Defense
4
Damage
4–6
Health
19
Speed
5
Shots
0
Base weekly growth
9
Initiative
10
Mana
0
Experience per creature
31
Cost per creature: 140 gold
Abilities and limitations
Flyer
Crosses obstacles while moving; the destination must be empty.
Undead
Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.
Incorporeal
A non-magical attack has a 50% hit chance. After two hits or misses in a row, the third result is forced opposite; all Incorporeal stacks share the counter.
Mana Drain
Drains target creature mana on attack to restore Spectres, capped by the target’s available mana.
Poltergeist should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 6 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.
Flyer: Crosses obstacles while moving; the destination must be empty.
Incorporeal: A non-magical attack has a 50% hit chance. After two hits or misses in a row, the third result is forced opposite; all Incorporeal stacks share the counter.
Attack
6
Defense
5
Damage
4–6
Health
20
Speed
6
Shots
0
Base weekly growth
9
Initiative
9
Mana
0
Experience per creature
31
Cost per creature: 140 gold
Abilities and limitations
Flyer
Crosses obstacles while moving; the destination must be empty.
Undead
Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.
Incorporeal
A non-magical attack has a 50% hit chance. After two hits or misses in a row, the third result is forced opposite; all Incorporeal stacks share the counter.
Steal Ammunition
Once per battle, steals ammunition from reachable enemy stacks according to its stack size.
Before attacking check whether the target can supply Life Drain. Compare recovery with casualties after landing and subsequent enemy ATB actions.
Watch for: Non-living or otherwise ineligible targets do not provide the same recovery as living armies. Higher Initiative does not itself extend movement reach.
Timing, specific abilities and the follow-up plan
Speed 7 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.
Flyer: Crosses obstacles while moving; the destination must be empty.
No Enemy Retaliation: Melee attacks prevent enemy retaliation under the ability’s normal rule.
Attack
9
Defense
9
Damage
7–11
Health
35
Speed
7
Shots
0
Base weekly growth
5
Initiative
11
Mana
0
Experience per creature
60
Cost per creature: 380 gold
Abilities and limitations
Flyer
Crosses obstacles while moving; the destination must be empty.
No Enemy Retaliation
Melee attacks prevent enemy retaliation under the ability’s normal rule.
Undead
Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.
Life Drain
Restores its own stack from half of dealt damage, including lost creatures against eligible targets.
Heroes connected to this creature
Combat specialty for this recruitment line (2)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Vampire Prince should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 8 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.
Flyer: Crosses obstacles while moving; the destination must be empty.
Life Drain: Restores its own stack from half of dealt damage, including lost creatures against eligible targets.
Attack
9
Defense
9
Damage
5–13
Health
40
Speed
8
Shots
0
Base weekly growth
5
Initiative
11
Mana
0
Experience per creature
62
Cost per creature: 380 gold
Abilities and limitations
Flyer
Crosses obstacles while moving; the destination must be empty.
Undead
Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.
Life Drain
Restores its own stack from half of dealt damage, including lost creatures against eligible targets.
Torpor
May put a target to sleep for two turns. A waking hit prevents retaliation, and Vampires deal maximum damage against sleepers. Undead, elementals and constructs are exempt.
Heroes connected to this creature
Combat specialty for this recruitment line (2)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Archlich needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 3 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Attack
19
Defense
19
Damage
17–20
Health
55
Speed
3
Shots
6
Base weekly growth
3
Initiative
10
Mana
16
Experience per creature
100
Cost per creature: 850 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Caster
Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Undead
Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.
Death Cloud
A shot creates a 3 × 3 cloud. Main target takes normal damage; surrounding undead are exempt and other stacks take half.
Lich Master needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Attack
21
Defense
19
Damage
17–21
Health
55
Speed
4
Shots
5
Base weekly growth
3
Initiative
10
Mana
19
Experience per creature
101
Cost per creature: 850 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Caster
Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Undead
Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.
Wraith should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 6 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Harm Touch: An activated alternative to normal attack kills exactly one creature and removes the target’s positive magical effects.
Attack
26
Defense
24
Damage
25–30
Health
100
Speed
6
Shots
0
Base weekly growth
2
Initiative
11
Mana
0
Experience per creature
155
Cost per creature: 1700 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Undead
Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.
Harm Touch
An activated alternative to normal attack kills exactly one creature and removes the target’s positive magical effects.
Banshee should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 6 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Death Wail: Active damage against nearby enemies depends on their Morale and distance. Excludes undead and mechanical targets.
Attack
23
Defense
23
Damage
22–27
Health
110
Speed
6
Shots
0
Base weekly growth
2
Initiative
11
Mana
0
Experience per creature
156
Cost per creature: 1700 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Undead
Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.
Death Wail
Active damage against nearby enemies depends on their Morale and distance. Excludes undead and mechanical targets.
Spectral Dragon should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 7 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
30
Defense
28
Damage
25–35
Health
160
Speed
7
Shots
0
Base weekly growth
1
Initiative
11
Mana
0
Experience per creature
220
Cost per creature: 1900 gold + 2 mercury
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer
Crosses obstacles while moving; the destination must be empty.
Undead
Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.
Cursing Attack
Adds Basic Weakness on attack. Another hit refreshes its duration.
Ghost Dragon should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 7 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
31
Defense
27
Damage
27–36
Health
150
Speed
7
Shots
0
Base weekly growth
1
Initiative
11
Mana
0
Experience per creature
221
Cost per creature: 1900 gold + 2 mercury
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer
Crosses obstacles while moving; the destination must be empty.
Undead
Undead have neutral Morale and protection from poison, blindness and mind control under undead rules.
Sorrow Strike
Adds Sorrow to the target on attack, following the 3.1 effect rank.
Pixie should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 7 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.
Flyer: Crosses obstacles while moving; the destination must be empty.
No Enemy Retaliation: Melee attacks prevent enemy retaliation under the ability’s normal rule.
Attack
1
Defense
1
Damage
1–2
Health
5
Speed
7
Shots
0
Base weekly growth
10
Initiative
12
Mana
0
Experience per creature
8
Cost per creature: 35 gold
Abilities and limitations
Flyer
Crosses obstacles while moving; the destination must be empty.
No Enemy Retaliation
Melee attacks prevent enemy retaliation under the ability’s normal rule.
Spray Attack
An attack simultaneously hits three adjacent enemy tiles.
Heroes connected to this creature
Army range in the source profile (8)
The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.
Blade Dancer should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 6 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.
Attack
3
Defense
2
Damage
2–5
Health
12
Speed
6
Shots
0
Base weekly growth
9
Initiative
11
Mana
0
Experience per creature
15
Cost per creature: 70 gold
Abilities and limitations
No additional special ability in the reference table.
Heroes connected to this creature
Specific specialty effect (2)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Hunter needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Elves Double Shot: A ranged action fires two full shots.
Attack
4
Defense
1
Damage
4–7
Health
10
Speed
5
Shots
12
Base weekly growth
7
Initiative
10
Mana
0
Experience per creature
24
Cost per creature: 120 gold
Abilities and limitations
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Elves Double Shot
A ranged action fires two full shots.
Heroes connected to this creature
Specific specialty effect (2)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Druid needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Attack
7
Defense
7
Damage
7–9
Health
34
Speed
5
Shots
5
Base weekly growth
4
Initiative
10
Mana
12
Experience per creature
43
Cost per creature: 320 gold
Abilities and limitations
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Caster
Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Heroes connected to this creature
Specific specialty effect (2)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
Unicorn should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 7 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Aura of Magic Resistance: The creature and adjacent friendly stacks gain 30% magic resistance.
Attack
12
Defense
12
Damage
10–20
Health
57
Speed
7
Shots
0
Base weekly growth
3
Initiative
12
Mana
0
Experience per creature
70
Cost per creature: 630 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Aura of Magic Resistance
The creature and adjacent friendly stacks gain 30% magic resistance.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Treant should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 6 sets movement reach; Initiative 7 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Attack
19
Defense
27
Damage
7–17
Health
175
Speed
6
Shots
0
Base weekly growth
2
Initiative
7
Mana
0
Experience per creature
100
Cost per creature: 1100 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Enraged
Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Entangling Roots
A hit immobilises the target while the Treant remains in direct contact.
Green Dragon should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 8 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
27
Defense
25
Damage
30–50
Health
200
Speed
8
Shots
0
Base weekly growth
1
Initiative
12
Mana
0
Experience per creature
212
Cost per creature: 2500 gold + 1 gems
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer
Crosses obstacles while moving; the destination must be empty.
Acid Breath
Also hits a stack immediately behind the target, using the piercing dragon-breath rule.
Sprite: before activating, compare immediate damage with support or control from its actual ability pool. Choose an eligible target and an opportunity to exploit the effect in subsequent actions.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 7 sets movement reach; Initiative 15 concerns ATB. A movement change is not the same change in action frequency.
Flyer: Crosses obstacles while moving; the destination must be empty.
Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Attack
2
Defense
1
Damage
2–2
Health
6
Speed
7
Shots
0
Base weekly growth
10
Initiative
15
Mana
10
Experience per creature
16
Cost per creature: 55 gold
Abilities and limitations
Flyer
Crosses obstacles while moving; the destination must be empty.
Caster
Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
No Enemy Retaliation
Melee attacks prevent enemy retaliation under the ability’s normal rule.
Spray Attack
An attack simultaneously hits three adjacent enemy tiles.
Heroes connected to this creature
Army range in the source profile (1)
The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.
Dryad should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 7 sets movement reach; Initiative 14 concerns ATB. A movement change is not the same change in action frequency.
Flyer: Crosses obstacles while moving; the destination must be empty.
No Enemy Retaliation: Melee attacks prevent enemy retaliation under the ability’s normal rule.
Attack
2
Defense
1
Damage
2–3
Health
6
Speed
7
Shots
0
Base weekly growth
10
Initiative
14
Mana
0
Experience per creature
16
Cost per creature: 55 gold
Abilities and limitations
Flyer
Crosses obstacles while moving; the destination must be empty.
No Enemy Retaliation
Melee attacks prevent enemy retaliation under the ability’s normal rule.
Spray Attack
An attack simultaneously hits three adjacent enemy tiles.
Symbiosis
Once per battle, heals and resurrects Treants while restoring Dryads according to both stack sizes.
War Dancer should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 6 sets movement reach; Initiative 15 concerns ATB. A movement change is not the same change in action frequency.
War Dance Combo: Hits all eight adjacent tiles: full damage against the main enemy, half against the others.
Attack
5
Defense
3
Damage
3–5
Health
12
Speed
6
Shots
0
Base weekly growth
9
Initiative
15
Mana
0
Experience per creature
29
Cost per creature: 120 gold
Abilities and limitations
War Dance Combo
Hits all eight adjacent tiles: full damage against the main enemy, half against the others.
Heroes connected to this creature
Specific specialty effect (2)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Wind Dancer should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 7 sets movement reach; Initiative 15 concerns ATB. A movement change is not the same change in action frequency.
Agility: Gains +2 Defense per tile moved until its next action. The opening action receives the bonus for its full movement range.
Attack
6
Defense
6
Damage
4–6
Health
12
Speed
7
Shots
0
Base weekly growth
9
Initiative
15
Mana
0
Experience per creature
28
Cost per creature: 120 gold
Abilities and limitations
Agility
Gains +2 Defense per tile moved until its next action. The opening action receives the bonus for its full movement range.
Heroes connected to this creature
Specific specialty effect (2)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Master Hunter needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Elves Double Shot: A ranged action fires two full shots.
Attack
5
Defense
4
Damage
5–8
Health
14
Speed
5
Shots
16
Base weekly growth
7
Initiative
10
Mana
0
Experience per creature
37
Cost per creature: 190 gold
Abilities and limitations
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Elves Double Shot
A ranged action fires two full shots.
Warding Arrows
A shot may delay the target by reducing ATB by 0.2.
Heroes connected to this creature
Specific specialty effect (2)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Arcane Archer needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Force Arrow: A shot ignores 50% of Defense and may push back and stun the target.
Attack
6
Defense
5
Damage
8–9
Health
14
Speed
5
Shots
16
Base weekly growth
7
Initiative
11
Mana
0
Experience per creature
39
Cost per creature: 190 gold
Abilities and limitations
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Force Arrow
A shot ignores 50% of Defense and may push back and stun the target.
No Range Penalty
Ranged attacks have no normal penalty for distances beyond half the battlefield.
Heroes connected to this creature
Specific specialty effect (2)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Druid Elder needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Attack
12
Defense
9
Damage
9–14
Health
33
Speed
4
Shots
7
Base weekly growth
4
Initiative
10
Mana
15
Experience per creature
62
Cost per creature: 440 gold
Abilities and limitations
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Caster
Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Mana Feed
Transfers its own mana reserve to the hero.
Heroes connected to this creature
Specific specialty effect (2)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
High Druid needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Attack
12
Defense
8
Damage
10–14
Health
34
Speed
4
Shots
7
Base weekly growth
4
Initiative
10
Mana
15
Experience per creature
64
Cost per creature: 440 gold
Abilities and limitations
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Caster
Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Channeling
Adds its Spell Power to the hero, capped by hero Knowledge. Ends if the stack dies and does not stack.
Heroes connected to this creature
Specific specialty effect (2)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
Silver Unicorn should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 7 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Blinding Attack: A hit may blind the target. A blinded creature cannot act; another attack removes the blindness.
Attack
17
Defense
17
Damage
10–20
Health
77
Speed
7
Shots
0
Base weekly growth
3
Initiative
12
Mana
0
Experience per creature
95
Cost per creature: 900 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Blinding Attack
A hit may blind the target. A blinded creature cannot act; another attack removes the blindness.
Aura of Magic Resistance
The creature and adjacent friendly stacks gain 30% magic resistance.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Pristine Unicorn should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 7 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Blinding Attack: A hit may blind the target. A blinded creature cannot act; another attack removes the blindness.
Attack
15
Defense
15
Damage
9–24
Health
80
Speed
7
Shots
0
Base weekly growth
3
Initiative
12
Mana
0
Experience per creature
96
Cost per creature: 900 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Blinding Attack
A hit may blind the target. A blinded creature cannot act; another attack removes the blindness.
Child of the Light
Non-damaging Light Magic cast by either side also affects this creature at Expert rank.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Ancient Treant should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 6 sets movement reach; Initiative 7 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Attack
19
Defense
29
Damage
10–20
Health
181
Speed
6
Shots
0
Base weekly growth
2
Initiative
7
Mana
0
Experience per creature
135
Cost per creature: 1400 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Enraged
Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Take Roots
On defending, gains 50% Defense and repeated retaliations until its next action. Stand Your Ground doubles the defence bonus.
Entangling Roots
A hit immobilises the target while the Treant remains in direct contact.
Savage Treant should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 6 sets movement reach; Initiative 7 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Attack
21
Defense
27
Damage
12–20
Health
175
Speed
6
Shots
0
Base weekly growth
2
Initiative
7
Mana
0
Experience per creature
136
Cost per creature: 1400 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Enraged
Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Entangling Roots
A hit immobilises the target while the Treant remains in direct contact.
Rage of the forest
Converts half of Defense into Attack, adds +5 Initiative and loses entangling roots for the battle.
Immune to Slow
Immune to Slow. Assess other damage and effect types separately.
Emerald Dragon should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 9 sets movement reach; Initiative 14 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
31
Defense
27
Damage
33–57
Health
200
Speed
9
Shots
0
Base weekly growth
1
Initiative
14
Mana
0
Experience per creature
300
Cost per creature: 3400 gold + 2 gems
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer
Crosses obstacles while moving; the destination must be empty.
Immune to Earth
Immune to Earth. Assess other damage and effect types separately.
Acid Breath
Also hits a stack immediately behind the target, using the piercing dragon-breath rule.
Crystal Dragon should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 9 sets movement reach; Initiative 14 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
30
Defense
26
Damage
30–60
Health
200
Speed
9
Shots
0
Base weekly growth
1
Initiative
14
Mana
0
Experience per creature
301
Cost per creature: 3400 gold + 2 gems
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer
Crosses obstacles while moving; the destination must be empty.
Prismatic Breath
Hits a random area of one to five tiles behind the target, influenced by Luck.
Defender should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.
Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Large Shield: Non-magical ranged attacks deal only 50% normal damage.
Attack
1
Defense
4
Damage
1–1
Health
7
Speed
4
Shots
0
Base weekly growth
18
Initiative
9
Mana
0
Experience per creature
7
Cost per creature: 24 gold
Abilities and limitations
Enraged
Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Large Shield
Non-magical ranged attacks deal only 50% normal damage.
Armoured
Protects against spells and effects that reduce Defense.
Heroes connected to this creature
Specific specialty effect (1)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
Spearwielder needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Crippling Wound: A hit may reduce target movement and initiative for two turns. Chance follows the ability-trigger rule.
Attack
4
Defense
4
Damage
1–2
Health
9
Speed
4
Shots
2
Base weekly growth
14
Initiative
9
Mana
0
Experience per creature
10
Cost per creature: 45 gold
Abilities and limitations
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Crippling Wound
A hit may reduce target movement and initiative for two turns. Chance follows the ability-trigger rule.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Bear Rider should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 6 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Attack
5
Defense
10
Damage
4–5
Health
25
Speed
6
Shots
0
Base weekly growth
7
Initiative
10
Mana
0
Experience per creature
24
Cost per creature: 130 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Enraged
Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Brawler should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.
Immune to Mind Control: Immune to Mind Control. Assess other damage and effect types separately.
Attack
6
Defense
6
Damage
2–6
Health
20
Speed
5
Shots
0
Base weekly growth
6
Initiative
12
Mana
0
Experience per creature
27
Cost per creature: 160 gold
Abilities and limitations
Immune to Mind Control
Immune to Mind Control. Assess other damage and effect types separately.
Rune Priest needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 3 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Attack
10
Defense
6
Damage
12–15
Health
60
Speed
3
Shots
5
Base weekly growth
3
Initiative
8
Mana
15
Experience per creature
70
Cost per creature: 470 gold
Abilities and limitations
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Caster
Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Fire Proof 50%
Reduces fire spell damage by 50%. This is damage reduction rather than an equal chance to resist completely.
Mark Of Fire
A hit may double the target’s incoming Fire Damage for two turns.
Heroes connected to this creature
Combat specialty for this recruitment line (2)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Thane should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 8 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
15
Defense
24
Damage
8–12
Health
100
Speed
8
Shots
0
Base weekly growth
2
Initiative
11
Mana
0
Experience per creature
115
Cost per creature: 1300 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer
Crosses obstacles while moving; the destination must be empty.
Storm Strike
Chains hits through adjacent enemies. Despite its lightning appearance, this damage is physical rather than magical.
Fire Dragon should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Immune to Fire: Immune to Fire. Assess other damage and effect types separately.
Attack
25
Defense
32
Damage
40–50
Health
230
Speed
5
Shots
0
Base weekly growth
1
Initiative
9
Mana
0
Experience per creature
212
Cost per creature: 2700 gold + 1 crystals
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Elemental
An elemental resists poison, blindness and mind control. Normal resurrection and First Aid Tent do not apply.
Immune to Fire
Immune to Fire. Assess other damage and effect types separately.
Fire Shield
A melee attacker takes 20% of dealt damage back as Fire Damage, even when the target cannot retaliate.
Fire Breath
Also hits the stack directly behind the target. Firehound secondary targets take 75% damage.
Shieldguard should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.
Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Large Shield: Non-magical ranged attacks deal only 50% normal damage.
Attack
1
Defense
5
Damage
1–2
Health
12
Speed
4
Shots
0
Base weekly growth
18
Initiative
9
Mana
0
Experience per creature
12
Cost per creature: 40 gold
Abilities and limitations
Enraged
Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Large Shield
Non-magical ranged attacks deal only 50% normal damage.
Armoured
Protects against spells and effects that reduce Defense.
Shield Wall
Incoming damage drops by 10% per tile moved by the attacker, capped at 90% reduction.
Heroes connected to this creature
Specific specialty effect (1)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
Mountain Guard should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 8 concerns ATB. A movement change is not the same change in action frequency.
Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Large Shield: Non-magical ranged attacks deal only 50% normal damage.
Attack
2
Defense
6
Damage
1–2
Health
12
Speed
4
Shots
0
Base weekly growth
18
Initiative
8
Mana
0
Experience per creature
12
Cost per creature: 40 gold
Abilities and limitations
Enraged
Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Large Shield
Non-magical ranged attacks deal only 50% normal damage.
Armoured
Protects against spells and effects that reduce Defense.
Hold Ground
Cannot be displaced by an enemy while in its starting position.
Defensive Stance
Gains +5 Defense while remaining in its starting position.
Heroes connected to this creature
Specific specialty effect (1)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
Skirmisher needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
No Melee Penalty: The shooter has no normal melee damage penalty.
Attack
4
Defense
4
Damage
2–3
Health
12
Speed
4
Shots
4
Base weekly growth
14
Initiative
9
Mana
0
Experience per creature
17
Cost per creature: 65 gold
Abilities and limitations
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
No Melee Penalty
The shooter has no normal melee damage penalty.
Crippling Wound
A hit may reduce target movement and initiative for two turns. Chance follows the ability-trigger rule.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Harpooner needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Harpoon Strike: Actively pulls the target one tile closer and deals normal damage.
Attack
5
Defense
3
Damage
2–5
Health
10
Speed
4
Shots
4
Base weekly growth
14
Initiative
9
Mana
0
Experience per creature
17
Cost per creature: 65 gold
Abilities and limitations
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Harpoon Strike
Actively pulls the target one tile closer and deals normal damage.
Armoured
Protects against spells and effects that reduce Defense.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Blackbear Rider should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 7 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Attack
6
Defense
14
Damage
5–6
Health
30
Speed
7
Shots
0
Base weekly growth
7
Initiative
11
Mana
0
Experience per creature
36
Cost per creature: 185 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Enraged
Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Armoured
Protects against spells and effects that reduce Defense.
Paw Strike
May push the target one tile and reset ATB. Chance depends on movement before the attack.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Whitebear Rider should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 7 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Attack
8
Defense
12
Damage
5–6
Health
30
Speed
7
Shots
0
Base weekly growth
7
Initiative
11
Mana
0
Experience per creature
36
Cost per creature: 185 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Enraged
Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Bear Roar
An attack may frighten the target and nearby enemies. Success temporarily gives the creature +1 Morale and +10% health.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Berserker should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.
Immune to Mind Control: Immune to Mind Control. Assess other damage and effect types separately.
Berserker Rage: Converts Defense into Attack and automatically strikes without retaliation. May attack an ally if no enemy is reachable.
Attack
7
Defense
7
Damage
3–8
Health
25
Speed
5
Shots
0
Base weekly growth
6
Initiative
12
Mana
0
Experience per creature
41
Cost per creature: 220 gold
Abilities and limitations
Immune to Mind Control
Immune to Mind Control. Assess other damage and effect types separately.
Berserker Rage
Converts Defense into Attack and automatically strikes without retaliation. May attack an ally if no enemy is reachable.
Battlerager should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.
Giant Slayer: Temporarily gains +4 Attack and +4 Defense against a Large Creature.
Bash: May stun the target, prevent retaliation and reset its ATB. Mechanical creatures are unaffected.
Attack
7
Defense
7
Damage
3–7
Health
30
Speed
5
Shots
0
Base weekly growth
6
Initiative
11
Mana
0
Experience per creature
41
Cost per creature: 220 gold
Abilities and limitations
Giant Slayer
Temporarily gains +4 Attack and +4 Defense against a Large Creature.
Bash
May stun the target, prevent retaliation and reset its ATB. Mechanical creatures are unaffected.
Immune to Mind Control
Immune to Mind Control. Assess other damage and effect types separately.
Battle Rage
After taking damage, gains +2 Initiative and +5 Attack for two turns. The bonus does not stack.
Rune Patriarch needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 3 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Attack
9
Defense
9
Damage
14–17
Health
60
Speed
3
Shots
5
Base weekly growth
3
Initiative
10
Mana
25
Experience per creature
100
Cost per creature: 700 gold
Abilities and limitations
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Caster
Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Immune to Fire
Immune to Fire. Assess other damage and effect types separately.
Mark Of Fire
A hit may double the target’s incoming Fire Damage for two turns.
Crossfire
Attacks in a cross shape and damages only enemies.
Heroes connected to this creature
Combat specialty for this recruitment line (2)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Rune Keeper needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 3 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Attack
10
Defense
9
Damage
17–20
Health
65
Speed
3
Shots
5
Base weekly growth
3
Initiative
9
Mana
25
Experience per creature
101
Cost per creature: 700 gold
Abilities and limitations
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Caster
Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Immune to Fire
Immune to Fire. Assess other damage and effect types separately.
Mark Of Fire
A hit may double the target’s incoming Fire Damage for two turns.
Heroes connected to this creature
Combat specialty for this recruitment line (2)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Flame Lord should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 8 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
15
Defense
24
Damage
21–26
Health
120
Speed
8
Shots
0
Base weekly growth
2
Initiative
11
Mana
0
Experience per creature
160
Cost per creature: 1700 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer
Crosses obstacles while moving; the destination must be empty.
Immune to Fire
Immune to Fire. Assess other damage and effect types separately.
Flamewave
May generate a cone-shaped physical wave beyond the target. Damage decreases in further rows.
Flamestrike
Once per battle, actively strikes a chosen enemy for 20% extra damage and Mark of Fire.
Thunder Thane should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 8 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
16
Defense
23
Damage
9–13
Health
145
Speed
8
Shots
0
Base weekly growth
2
Initiative
10
Mana
0
Experience per creature
161
Cost per creature: 1700 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer
Crosses obstacles while moving; the destination must be empty.
Storm Strike
Chains hits through adjacent enemies. Despite its lightning appearance, this damage is physical rather than magical.
Immune to Air
Immune to Air. Assess other damage and effect types separately.
Storm Bolt
Once per battle, actively uses Storm Strike against a chosen target.
Magma Dragon should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Immune to Fire: Immune to Fire. Assess other damage and effect types separately.
Attack
30
Defense
40
Damage
40–50
Health
280
Speed
5
Shots
0
Base weekly growth
1
Initiative
9
Mana
0
Experience per creature
329
Cost per creature: 3400 gold + 2 crystals
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Elemental
An elemental resists poison, blindness and mind control. Normal resurrection and First Aid Tent do not apply.
Immune to Fire
Immune to Fire. Assess other damage and effect types separately.
Fire Breath
Also hits the stack directly behind the target. Firehound secondary targets take 75% damage.
Magma Shield
Returns 40% of a melee attacker’s dealt damage as Fire Damage.
Lava Dragon should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Immune to Fire: Immune to Fire. Assess other damage and effect types separately.
Attack
30
Defense
35
Damage
44–55
Health
275
Speed
5
Shots
0
Base weekly growth
1
Initiative
9
Mana
0
Experience per creature
326
Cost per creature: 3400 gold + 2 crystals
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Elemental
An elemental resists poison, blindness and mind control. Normal resurrection and First Aid Tent do not apply.
Immune to Fire
Immune to Fire. Assess other damage and effect types separately.
Liquid Flame Breath
Leaves fire at the attack location for two turns. Also damages allies, for 10 damage per Lava Dragon on each applicable tick.
Goblin should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.
Raging Blood: Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Cowardice: Attempts to flee to an empty tile after a melee hit. Retaliates if escape is impossible.
Attack
1
Defense
1
Damage
1–1
Health
3
Speed
4
Shots
0
Base weekly growth
25
Initiative
12
Mana
0
Experience per creature
4
Cost per creature: 10 gold
Abilities and limitations
Raging Blood
Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Cowardice
Attempts to flee to an empty tile after a melee hit. Retaliates if escape is impossible.
Treachery
Changes sides below 30% of its original count. Can betray once per battle.
Heroes connected to this creature
Recurring army reinforcements (1)
Reinforcements join the hero’s army under the relevant timing and creature conditions. The forms are choices that depend on army composition; do not count three simultaneous rewards.
Centaur needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Attack
3
Defense
1
Damage
2–4
Health
6
Speed
5
Shots
8
Base weekly growth
14
Initiative
11
Mana
0
Experience per creature
11
Cost per creature: 50 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Raging Blood
Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Maneuver
After a melee hit, attempts to retreat to an empty tile and fire for half damage.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Warrior should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Raging Blood: Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Attack
5
Defense
2
Damage
2–5
Health
12
Speed
4
Shots
0
Base weekly growth
11
Initiative
10
Mana
0
Experience per creature
17
Cost per creature: 80 gold
Abilities and limitations
Enraged
Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Raging Blood
Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Shaman: before activating, compare immediate damage with support or control from its actual ability pool. Choose an eligible target and an opportunity to exploit the effect in subsequent actions.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.
Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Raging Blood: Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Attack
5
Defense
5
Damage
6–9
Health
30
Speed
5
Shots
0
Base weekly growth
5
Initiative
11
Mana
8
Experience per creature
35
Cost per creature: 260 gold
Abilities and limitations
Caster
Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Raging Blood
Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Heroes connected to this creature
Army range in the source profile (1)
The manual gives a stack-size range. A zero minimum does not confirm presence; this is neither a fixed count nor a guaranteed total for every mission.
Slayer should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 6 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.
Cleave: If the attack kills at least one creature, adds another strike.
Raging Blood: Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Attack
11
Defense
8
Damage
7–10
Health
34
Speed
6
Shots
0
Base weekly growth
5
Initiative
11
Mana
0
Experience per creature
70
Cost per creature: 350 gold
Abilities and limitations
Cleave
If the attack kills at least one creature, adds another strike.
Raging Blood
Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Heroes connected to this creature
Combat specialty for this recruitment line (2)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Wyvern should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 6 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
17
Defense
17
Damage
15–25
Health
90
Speed
6
Shots
0
Base weekly growth
2
Initiative
10
Mana
0
Experience per creature
115
Cost per creature: 1250 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer
Crosses obstacles while moving; the destination must be empty.
Regeneration
Restores 30–50 health on its turn.
Heroes connected to this creature
Specific specialty effect (1)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
Cyclops should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Raging Blood: Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Attack
29
Defense
27
Damage
40–52
Health
220
Speed
5
Shots
0
Base weekly growth
1
Initiative
9
Mana
0
Experience per creature
212
Cost per creature: 2900 gold + 1 mercury
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Raging Blood
Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Swallow Goblin
Eats an adjacent Goblin to fully heal the current Cyclops. Does not resurrect lost creatures.
Goblin Trapper should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Raging Blood: Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Cowardice: Attempts to flee to an empty tile after a melee hit. Retaliates if escape is impossible.
Attack
1
Defense
3
Damage
1–1
Health
7
Speed
4
Shots
0
Base weekly growth
25
Initiative
10
Mana
0
Experience per creature
8
Cost per creature: 20 gold
Abilities and limitations
Raging Blood
Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Cowardice
Attempts to flee to an empty tile after a melee hit. Retaliates if escape is impossible.
Set Snares
Places a hidden snare that may reduce or stop movement. A misfire resets the Goblins’ ATB.
Heroes connected to this creature
Recurring army reinforcements (1)
Reinforcements join the hero’s army under the relevant timing and creature conditions. The forms are choices that depend on army composition; do not count three simultaneous rewards.
Goblin Witch-Doctor should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.
Raging Blood: Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Cowardice: Attempts to flee to an empty tile after a melee hit. Retaliates if escape is impossible.
Attack
2
Defense
1
Damage
1–2
Health
5
Speed
5
Shots
0
Base weekly growth
25
Initiative
9
Mana
0
Experience per creature
8
Cost per creature: 20 gold
Abilities and limitations
Raging Blood
Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Cowardice
Attempts to flee to an empty tile after a melee hit. Retaliates if escape is impossible.
Defile Magic
May weaken, increase the cost of, or cancel the chosen caster’s spells. Failure may backfire on the Goblins.
Heroes connected to this creature
Recurring army reinforcements (1)
Reinforcements join the hero’s army under the relevant timing and creature conditions. The forms are choices that depend on army composition; do not count three simultaneous rewards.
Centaur Nomad needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Attack
4
Defense
2
Damage
3–6
Health
9
Speed
5
Shots
8
Base weekly growth
14
Initiative
10
Mana
0
Experience per creature
18
Cost per creature: 70 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Raging Blood
Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Maneuver
After a melee hit, attempts to retreat to an empty tile and fire for half damage.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Centaur Marauder needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Speed 6 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Shooter: Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Attack
4
Defense
4
Damage
3–5
Health
10
Speed
6
Shots
6
Base weekly growth
14
Initiative
10
Mana
0
Experience per creature
19
Cost per creature: 70 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Shooter
Fires at range using ammunition. An adjacent enemy blocks shooting; the normal distance penalty applies.
Raging Blood
Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
No Melee Penalty
The shooter has no normal melee damage penalty.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Mauler should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 11 concerns ATB. A movement change is not the same change in action frequency.
Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Raging Blood: Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Attack
6
Defense
4
Damage
4–6
Health
12
Speed
5
Shots
0
Base weekly growth
11
Initiative
11
Mana
0
Experience per creature
25
Cost per creature: 120 gold
Abilities and limitations
Enraged
Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Raging Blood
Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Assault
May add another strike after the first hit and enemy retaliation.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Warmonger should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.
Raging Blood: Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Fierce Retaliation: Retaliation deals double normal damage.
Attack
4
Defense
6
Damage
3–5
Health
20
Speed
4
Shots
0
Base weekly growth
11
Initiative
9
Mana
0
Experience per creature
26
Cost per creature: 120 gold
Abilities and limitations
Raging Blood
Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Fierce Retaliation
Retaliation deals double normal damage.
Enraged
Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Taunt
May redirect an adjacent enemy melee attack aimed at an ally onto itself.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Sky Daughter: before activating, compare immediate damage with support or control from its actual ability pool. Choose an eligible target and an opportunity to exploit the effect in subsequent actions.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 4 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.
Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Raging Blood: Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Attack
7
Defense
9
Damage
6–9
Health
35
Speed
4
Shots
0
Base weekly growth
5
Initiative
12
Mana
12
Experience per creature
54
Cost per creature: 360 gold
Abilities and limitations
Caster
Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Raging Blood
Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Sacrifice Goblin
Sacrifices an adjacent Goblin to restore mana and add Attack, Defense and Morale; attribute bonuses cap at +5.
Earth Daughter: before activating, compare immediate damage with support or control from its actual ability pool. Choose an eligible target and an opportunity to exploit the effect in subsequent actions.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.
Caster: Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Raging Blood: Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Attack
10
Defense
7
Damage
7–11
Health
35
Speed
5
Shots
0
Base weekly growth
5
Initiative
12
Mana
8
Experience per creature
55
Cost per creature: 360 gold
Abilities and limitations
Caster
Has its own spells and mana, refilled at each battle’s start. Power depends on stack size.
Raging Blood
Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Sacrifice Goblin
Sacrifices an adjacent Goblin to restore mana and add Attack, Defense and Morale; attribute bonuses cap at +5.
Hexing Attack
After a hit, adds one of Weakness, Slow, Suffering or Vulnerability at Expert rank.
Executioner should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 7 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.
Frightful Aura: Reduces adjacent enemies’ Morale by 3. Creatures with fixed neutral Morale are unaffected.
Bravery: Morale cannot fall below +1.
Attack
14
Defense
10
Damage
8–12
Health
40
Speed
7
Shots
0
Base weekly growth
5
Initiative
12
Mana
0
Experience per creature
100
Cost per creature: 500 gold
Abilities and limitations
Frightful Aura
Reduces adjacent enemies’ Morale by 3. Creatures with fixed neutral Morale are unaffected.
Bravery
Morale cannot fall below +1.
Cleave
If the attack kills at least one creature, adds another strike.
Raging Blood
Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Heroes connected to this creature
Combat specialty for this recruitment line (2)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Chieftain should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 7 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.
Raging Blood: Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Commanding Presence: Adds +1 Initiative to adjacent friendly stacks.
Attack
13
Defense
15
Damage
10–12
Health
48
Speed
7
Shots
0
Base weekly growth
5
Initiative
12
Mana
0
Experience per creature
101
Cost per creature: 500 gold
Abilities and limitations
Raging Blood
Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Commanding Presence
Adds +1 Initiative to adjacent friendly stacks.
Order of the Chief
Damages a selected friendly stack and advances its ATB. Both effects depend on the number of Chieftains.
Heroes connected to this creature
Combat specialty for this recruitment line (2)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
Foul Wyvern should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 7 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
21
Defense
18
Damage
20–27
Health
105
Speed
7
Shots
0
Base weekly growth
2
Initiative
10
Mana
0
Experience per creature
160
Cost per creature: 1600 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer
Crosses obstacles while moving; the destination must be empty.
Regeneration
Restores 30–50 health on its turn.
Venom
Poison lasts three further turns for 5 damage per Foul Wyvern present when applied.
Heroes connected to this creature
Specific specialty effect (1)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
Paokai should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 7 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer: Crosses obstacles while moving; the destination must be empty.
Attack
19
Defense
19
Damage
20–25
Health
120
Speed
7
Shots
0
Base weekly growth
2
Initiative
10
Mana
0
Experience per creature
161
Cost per creature: 1600 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Flyer
Crosses obstacles while moving; the destination must be empty.
Lightning Breath
Hits enemies near the main target and divides total damage equally among those hit.
Imm. to Blind
Cannot be blinded. Assess other control effects separately.
Scavenger
Consumes a reachable corpse stack to restore health and lost creatures, gaining 20% of the dead stack’s health.
Heroes connected to this creature
Specific specialty effect (1)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
Untamed Cyclops should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 5 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Raging Blood: Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Attack
30
Defense
27
Damage
45–57
Health
225
Speed
5
Shots
0
Base weekly growth
1
Initiative
9
Mana
0
Experience per creature
317
Cost per creature: 3450 gold + 2 mercury
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Raging Blood
Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Swallow Goblin
Eats an adjacent Goblin to fully heal the current Cyclops. Does not resurrect lost creatures.
Goblin Thrower
Uses one adjacent friendly Goblin as ranged ammunition.
Crush. Blow
Hits a 2 × 2 area, including allies, and may reset ATB. Can also damage walls and towers.
Bloodeyed Cyclops should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 6 sets movement reach; Initiative 10 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Raging Blood: Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Attack
28
Defense
28
Damage
35–50
Health
235
Speed
6
Shots
0
Base weekly growth
1
Initiative
10
Mana
0
Experience per creature
317
Cost per creature: 3450 gold + 2 mercury
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Raging Blood
Uses Blood Rage, temporarily improving combat stats and absorbing damage according to its current state.
Swallow Goblin
Eats an adjacent Goblin to fully heal the current Cyclops. Does not resurrect lost creatures.
Goblin Thrower
Uses one adjacent friendly Goblin as ranged ammunition.
Evil-eye
A piercing beam hits two tiles and lowers Luck by 3. Can reach the stack behind the first target.
177 creatures from the Tribes of the East 3.1 manual: 168 faction variants and 9 neutrals. Original and alternative upgrades remain separate. Stats exclude heroes, artifacts and spells. Speed determines range; Initiative determines ATB action timing. Costs include rare resources and are per creature.
Resource costs are part of recruitment. For an entire stack, multiply every component, not just gold. Base growth excludes additional town, map and hero bonuses. Zero shots means no regular ranged attack; the creature can still have spells or other active abilities.