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Heroes VI · CREATURE PROFILE

Kirin in Heroes VI: stats, cost and abilities

Kirin in Heroes VI: Melee core and holding approaches. Practical use, abilities, weaknesses, recruitment and 260 base health.

Quick guide: where it fits

Melee core and holding approaches

Kirin 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 →
Kirin — creature appearance in Heroes 6
Source · Game artwork

Sanctuary · Champion

Kirin

Base form

How to use this creature in practice

Melee core and holding approaches

Kirin 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 55 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Water Flows Freely: Kirin resists movement and initiative reduction. Do not treat it as an ordinary target for slowing strategies.
  • Trail of Mist: Kirin leaves mist that costs enemies 1 movement per tile crossed. Kirins resist this slowing effect.
Might damage
54–58
Magic damage
—
Might protection
49 %
Magic protection
51 %
Health
260
Initiative
55
Combat movement
6
Ranged reach
—
Morale
7
Luck
10
Reference growth
2

Cost per creature: 1405 gold + 1 crystals

Abilities and limitations

  • Water Flows Freely

    Kirin resists movement and initiative reduction. Do not treat it as an ordinary target for slowing strategies.

  • Trail of Mist

    Kirin leaves mist that costs enemies 1 movement per tile crossed. Kirins resist this slowing effect.

  • 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.

  • Water resistance

    Nagas and the relevant water spirits take 50% less Water damage. Assess vulnerability to the opposing Air element separately.

  • Air vulnerability

    Nagas and the relevant water spirits take 25% more Air damage. Water protection does not help against this school.

  • Amphibian

    Resists movement-reducing Water effects. A Sanctuary hero can travel over the sea when the army satisfies the requirement of containing only amphibious creatures.

  • 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

The building unlocks this form. Availability and hiring are separate.

Growth and construction prerequisites (1)

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.

Kirin · reference values before bonuses
CreaturesTotal costBase health
1
  • 1,405 gold
  • 1 crystals
260
5
  • 7,025 gold
  • 5 crystals
1,300
10
  • 14,050 gold
  • 10 crystals
2,600

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.