Juggernaut 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.
Unstoppable charge: Hits stacks and objects throughout its movement path. Adds 3 damage against objects; check friendly stacks in the path before acting.
Infernal Armor: Resists effects that reduce Might or Magic defense. This immunity does not itself cancel ordinary damage.
Might damage
17–20
Magic damage
—
Might protection
31 %
Magic protection
26 %
Health
90
Initiative
50
Combat movement
6
Ranged reach
—
Morale
5
Luck
12
Reference growth
3
Cost per creature: 490 gold
Abilities and limitations
Unstoppable charge
Hits stacks and objects throughout its movement path. Adds 3 damage against objects; check friendly stacks in the path before acting.
Infernal Armor
Resists effects that reduce Might or Magic defense. This immunity does not itself cancel ordinary damage.
Fireproof Skin
The demon takes 20% less Fire damage. Other magic schools do not trigger this particular protection.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
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.
Juggernaut · reference values before bonuses
Creatures
Total cost
Base health
1
490 gold
90
5
2,450 gold
450
10
4,900 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.
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.