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Heroes VI · CREATURE PROFILE

Air Elemental in Heroes VI: stats, cost and abilities

Air Elemental in Heroes VI: Ranged stack requiring usable line of sight. Practical use, abilities, weaknesses, recruitment and 75 base health.

Quick guide: where it fits

Ranged stack requiring usable line of sight

Air Elemental needs line of sight to an important target.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions.

Exact dwelling, growth and items →
Air Elemental — creature appearance in Heroes 6
Source · Game artwork

Neutral creatures · Neutral creature

Air Elemental

How to use this creature in practice

Ranged stack requiring usable line of sight

Air Elemental needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 6 and Initiative 50 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Wind Shield: Air Elemental prevents normal retaliation when it strikes. This is not complete shielding against subsequent independent attacks.
  • Ranged protection: Air Elemental takes 20% less ranged damage. This trait does not provide the same protection against melee hits.
Might damage
—
Magic damage · Air
13
Might protection
32 %
Magic protection
26 %
Health
75
Initiative
50
Combat movement
6
Ranged reach
100
Morale
7
Luck
7
Reference growth
4

Cost per creature: 390 gold

Abilities and limitations

  • Wind Shield

    Air Elemental prevents normal retaliation when it strikes. This is not complete shielding against subsequent independent attacks.

  • Ranged protection

    Air Elemental takes 20% less ranged damage. This trait does not provide the same protection against melee hits.

  • Chain lightning

    The Air attack can jump to three additional targets, halving damage at each jump. A boss and an ordinary Air Elemental have different starting damage.

  • Elemental affinity

    Its own element deals 50% less damage and the opposing element 50% more. Harmful effects of its element are resisted; identify the element from the specific elemental.

  • Spirit Form

    Starts battle with 50% protection against all damage until taking an action such as attacking or moving. Wait and Defend do not by themselves end this protection.

  • Living

    Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.

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
  • 390 gold
75
5
  • 1,950 gold
375
10
  • 3,900 gold
750

Reading this profile correctly

Read Might/Magic damage and protection separately. Protection percentages are not raw Defense attributes. Campaign forms, bosses and transformations do not establish separate ordinary recruitment.

The table separates Might and Magic damage, including the element. Protection percentages are not raw defense attributes; ability bonuses cannot simply be added to them. Growth belongs to the listed reference recruitment form and does not guarantee the same count in every town and patch. Ranged reach is not ammunition. Read separate conditions for bosses and Namtaru forms.

Numerical reference source ↗

Original roster scope

111 stat profiles from eight historical Acid Cave inventories: 86 faction forms, 12 neutrals and 13 bosses. The faction inventory covers 84 base and upgraded creatures, with additional separate humanoid and spider forms for Fate Spinner and Fate Weaver. A boss is not an ordinary recruit. Might and Magic damage are separate; protection percentages are not raw defense attributes. Values describe the cited reference tables rather than every patch and scenario.