
Haven · Tier 4
Battle Griffin
How to use this creature in practice
Melee core and holding approaches
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.


