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Heroes VI · CREATURE PROFILE

Darkness Elemental in Heroes VI: stats, cost and abilities

Darkness Elemental 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

Darkness Elemental 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 →
Darkness Elemental — creature appearance in Heroes 6
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

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

  • Purge: Darkness Elemental removes one random beneficial effect when attacking. You cannot choose a particular buff when several are present.
  • Weakening Grasp: Darkness Elemental reduces the target’s Might damage by 20% for three rounds. This does not equally reduce all its magical abilities.
Might damage
—
Magic damage · Dark
14–17
Might protection
21 %
Magic protection
26 %
Health
75
Initiative
50
Combat movement
6
Ranged reach
—
Morale
7
Luck
4
Reference growth
4

Cost per creature: 440 gold

Abilities and limitations

  • Purge

    Darkness Elemental removes one random beneficial effect when attacking. You cannot choose a particular buff when several are present.

  • Weakening Grasp

    Darkness Elemental reduces the target’s Might damage by 20% for three rounds. This does not equally reduce all its magical abilities.

  • Shadow Strike

    The hit prevents normal target retaliation. Movement or returning after the attack depends on the particular creature and is not universal to every user of this effect. Darkness Elemental also returns to its starting position.

  • 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.

Darkness Elemental · reference values before bonuses
CreaturesTotal costBase health
1
  • 440 gold
75
5
  • 2,200 gold
375
10
  • 4,400 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.