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Heroes V · CREATURE PROFILE

Mountain Guard in Heroes V: stats, cost and abilities

Mountain Guard in Heroes V: Melee core and holding approaches. Practical use, abilities, weaknesses, recruitment and 12 base health.

Quick guide: where it fits

Melee core and holding approaches

Mountain Guard 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 →
Mountain Guard — creature appearance in Heroes 5
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

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.

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.

Mountain Guard · reference values before bonuses
CreaturesTotal costBase health
1
  • 40 gold
12
5
  • 200 gold
60
10
  • 400 gold
120

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.