HEROES ATLAS
EN

Heroes V · CREATURE PROFILE

Familiar in Heroes V: stats, cost and abilities

Familiar in Heroes V: Melee core and holding approaches. Practical use, abilities, weaknesses, recruitment and 6 base health.

Quick guide: where it fits

Melee core and holding approaches

Familiar 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 →
Familiar — creature appearance in Heroes 5
Source · Game artwork

Inferno · Tier 1

Familiar

How to use this creature in practice

Melee core and holding approaches

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.

Reference ↗

Where to obtain and develop this creature

This form uses the upgraded dwelling; construction cost is not the retraining price.

Growth and construction prerequisites (4)

Growth support is not another recruitment site. A prerequisite may unlock one of the recruitment forms.

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.

Familiar · reference values before bonuses
CreaturesTotal costBase health
1
  • 45 gold
6
5
  • 225 gold
30
10
  • 450 gold
60

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.