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Heroes V · CREATURE PROFILE

Air Elemental in Heroes V: stats, cost and abilities

Air Elemental in Heroes V: Melee core and holding approaches. Practical use, abilities, weaknesses, recruitment and 30 base health.

Quick guide: where it fits

Melee core and holding approaches

Air Elemental should take reachable melee exchanges or hold an approach to more valuable units.

Watch for: Base stats are not the final exchange result.

Exact dwelling, growth and items →
Air Elemental — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

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.

Reference ↗

Where to obtain and develop this creature

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

Reference stack cost and health

These values multiply every resource in the undiscounted reference price and full base health. Hero, equipment, spell, price and growth modifiers are excluded. This is neither final damage or battle survival nor a guarantee that the listed number is available to recruit.

Air Elemental · reference values before bonuses
CreaturesTotal costBase health
1
  • 400 gold
30
5
  • 2,000 gold
150
10
  • 4,000 gold
300

Reading this profile correctly

The reference is Tribes of the East 3.1. Initiative concerns ATB and Speed concerns movement; increasing one does not automatically increase the other. Upgrades and alternatives have separate profiles.

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.

Numerical reference source ↗

Original roster scope

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.