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Heroes V · HERO PROFILE

Deleb in Heroes V: skills and tactics

Deleb in Heroes V: Ballista with a Fireball effect · Iron Maiden. Inferno affiliation, sourced skills and specialty, spells, suitable creatures and conditional equipment.

Deleb — portrait in Heroes 5
Source · Game artwork

Inferno · Demon Lord

Deleb

Standard profile

How to use this hero

Home faction: Inferno

Ballista with a Fireball effect · Iron Maiden

Use Deleb where the Ballista has room to fire repeatedly. Its hits trigger Fireball, so inspect the area around the target too. The manual lists a Ballista and Advanced War Machines, but does not list the separate Ballista ability for manual target selection.

What the profile establishes

Specialty · Iron Maiden

Ballista hits add Fireball, whose Spellpower grows every five levels. Account for nearby stacks as well as the main target.

Listed starting skills

Suggested army and further development

The following is our recommendation. Creatures, spells and items must actually be acquired; this does not establish current inventory.

Protect the machine first, then compare further War Machines mastery with the separate Ballista control ability. The fire effect is a triggered specialty; it does not establish a learned Fireball in the spellbook. The basic Ballista damage calculator excludes this additional effect.

Skills I would build around: Advanced War Machines · Basic Gating. Match further choices to available ranks and the current army.

Creatures I would consider

Spells for this plan

  • FireballEffect triggered by specialty

    Evaluate hitting several enemies together with a follow-up physical attack against their weakened Defense.

Equipment I would compare

Compare effect, slot and acquisition conditions on the item card. A suggestion does not establish that the hero starts with it.

Machine rules, prices and calculator →

Open the detailed step-by-step plan →

Base attributes

Attack
2
Defense
0
Spell Power
1
Knowledge
2

Army: ranges in the manual profile

Counts are manual ranges rather than a fixed state in every mission. A zero minimum allows absence, and repeated stacks remain separate.

Machines listed in the manual profile

Owning a machine does not itself grant its control ability. Distinguish War Machines mastery from Ballista, First Aid and Catapult.

Spells and suitable equipment

This profile’s individual starting spells are not yet established. A school or recommendation below does not confirm spellbook contents.

Equipment suggestions for the plan (2)

Editorial suggestions based on sourced magic or an army plan. These are not starting inventory or guaranteed finds. Check acquisition, slot and rules on the item card.

  • Sword of MightSuggestion

    Raises hero Attack by two points to support led creatures’ physical combat.

    For a plan based on the led army’s physical attacks. Its benefit depends on your creatures and opposing defense.

  • Shield of Crystal IceSuggestion

    Provides two hero Defense and fifty-percent army protection from Fire spells.

    For an army exposed to attacks; compare the protection with the actual incoming damage type.

All spells in this game →

Creatures connected to this hero

A specialty target, conversion and tactical example are different relationships. Check conversion costs and compare individual upgrade forms on creature cards. A tactical example is not a confirmed starting army.

Detailed game plan · Deleb: arrow damage, triggered Fireball and machine survival

The following is our tactical analysis of the sourced profile. Choices depend on the actual map, learned spells and army; linked cards provide rules and references.

  1. Check the machine and its control ability

    The manual lists a Ballista, Ammo Cart, Advanced War Machines and Basic Gating. It does not list the separate Ballista ability. Plan early fights around automatic target selection; ownership and higher War Machines mastery do not themselves enable manual control. Check the actual campaign entry state separately.

  2. Separate the arrow base from the final hit

    The listed Attack 2 and Knowledge 2 give M = 4. At Advanced mastery, one arrow’s base damage is 8–20 before target defense, specialties and further modifiers. Without the Ballista ability, this means one shot per action and 450 machine HP. The Ammo Cart gives shooters, including the Ballista, +2 Attack; this is not +2 to the hero’s Attack in multiplier M.

  3. Fireball is a triggered specialty effect

    Iron Maiden adds a Fireball effect to Ballista hits. The manual increases its Spellpower by one every five hero levels. This relationship does not mean Deleb has learned Fireball for manual casting. Consider the area around likely targets before combat; the basic arrow damage calculator does not include this extra area effect.

  4. Keep the plan from collapsing with the machine

    Judge Imps and Horned Demons by whether they help secure another useful army or machine action. Check ATB order; Initiative and Speed are different values. Compare acquiring Ballista with higher War Machines mastery. A new Ballista normally costs 1,500 gold in Inferno or at a factory, and Iron Maiden alone does not guarantee restoration after destruction.

Linked profiles and rules

Spells: Fireball (triggered specialty effect)

Creatures for this plan

Machines and usage conditions

  • BallistaListed in the manual profile; check mission state.
  • Ammo CartListed in the manual profile; check mission state.

Calculate arrow damage from this profile →

Explore this game’s battlefield lessons →

Reference ↗

Roster and source scope

Tribes of the East 3.1 manual: 64 standard heroes and 49 additional profiles including campaign variants. Skills and four attributes describe the manual profile, not a guaranteed state on entering every mission.

Development and equipment suggestions are our analysis of the listed profile. A mission may alter the starting state; each relationship distinguishes school access, an actually learned spell and a future acquisition option.