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Heroes VI · CREATURE PROFILE

Blazing Glory in Heroes VI: stats, cost and abilities

Blazing Glory in Heroes VI: Melee core and holding approaches. Practical use, abilities, weaknesses, recruitment and 75 base health.

Quick guide: where it fits

Melee core and holding approaches

Blazing Glory 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 →
Blazing Glory — creature appearance in Heroes 6
Source · Game artwork

Haven · Elite

Blazing Glory

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Blazing Glory 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

Combat movement 8 and Initiative 50 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Searing Light: Deals Light damage and blinds an eligible target for two rounds. Activation costs some of the caster’s health, restored after combat; base and upgraded versions use different costs.
  • Purifying Light: Teleporting removes one random harmful effect from adjacent allies and one beneficial effect from adjacent enemies. Placement at the destination determines affected stacks.
Might damage
—
Magic damage · Light
15–18
Might protection
25 %
Magic protection
28 %
Health
75
Initiative
50
Combat movement
8
Ranged reach
—
Morale
7
Luck
8
Reference growth
5

Cost per creature: 525 gold

Abilities and limitations

  • Searing Light

    Deals Light damage and blinds an eligible target for two rounds. Activation costs some of the caster’s health, restored after combat; base and upgraded versions use different costs.

  • Purifying Light

    Teleporting removes one random harmful effect from adjacent allies and one beneficial effect from adjacent enemies. Placement at the destination determines affected stacks.

  • Speed of Light

    The creature moves to its target, strikes without retaliation and returns to its starting position. The original position still matters after the attack.

  • Dark vulnerability

    Radiant Glory and Blazing Glory take 25% more Dark damage. High mobility does not remove this particular weakness.

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

Growth and construction prerequisites (2)

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.

Blazing Glory · reference values before bonuses
CreaturesTotal costBase health
1
  • 525 gold
75
5
  • 2,625 gold
375
10
  • 5,250 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.