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Heroes VI · CREATURE PROFILE

Imperial Griffin in Heroes VI: stats, cost and abilities

Imperial Griffin in Heroes VI: Melee core and holding approaches. Practical use, abilities, weaknesses, recruitment and 90 base health.

Quick guide: where it fits

Melee core and holding approaches

Imperial Griffin 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 →
Imperial Griffin — creature appearance in Heroes 6
Source · Game artwork

Haven · Elite

Imperial Griffin

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Imperial Griffin 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 40 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Rush Dive: Imperial Griffin leaves until round end and then hits enemies along the selected line. The strike resolves later than an ordinary attack.
  • Unlimited retaliation: Griffin has unlimited retaliations within a round. This does not mean unlimited voluntary attack actions.
Might damage
15–20
Magic damage
—
Might protection
31 %
Magic protection
31 %
Health
90
Initiative
40
Combat movement
6
Ranged reach
—
Morale
8
Luck
7
Reference growth
4

Cost per creature: 600 gold

Abilities and limitations

  • Rush Dive

    Imperial Griffin leaves until round end and then hits enemies along the selected line. The strike resolves later than an ordinary attack.

  • Unlimited retaliation

    Griffin has unlimited retaliations within a round. This does not mean unlimited voluntary attack actions.

  • 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.

Imperial Griffin · reference values before bonuses
CreaturesTotal costBase health
1
  • 600 gold
90
5
  • 3,000 gold
450
10
  • 6,000 gold
900

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.