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Heroes VI · CREATURE PROFILE

Earth Elemental in Heroes VI: stats, cost and abilities

Earth Elemental in Heroes VI: Melee core and holding approaches. Practical use, abilities, weaknesses, recruitment and 100 base health.

Quick guide: where it fits

Melee core and holding approaches

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

How to use this creature in practice

Melee core and holding approaches

Earth 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 4 and Initiative 40 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Petrification: Turns the target into invulnerable stone for one round. An enemy cannot act; a friendly target can end the effect by taking an action.
  • Earth regeneration: Earth Elemental restores health at the start of its turn. Regenerating a surviving creature does not automatically recover every fallen member of the stack.
Might damage
15–16
Magic damage
—
Might protection
34 %
Magic protection
34 %
Health
100
Initiative
40
Combat movement
4
Ranged reach
—
Morale
7
Luck
5
Reference growth
4

Cost per creature: 460 gold

Abilities and limitations

  • Petrification

    Turns the target into invulnerable stone for one round. An enemy cannot act; a friendly target can end the effect by taking an action.

  • Earth regeneration

    Earth Elemental restores health at the start of its turn. Regenerating a surviving creature does not automatically recover every fallen member of the stack.

  • 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.

Earth Elemental · reference values before bonuses
CreaturesTotal costBase health
1
  • 460 gold
100
5
  • 2,300 gold
500
10
  • 4,600 gold
1,000

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.