
Neutral creatures · Neutral creature
Light Elemental
How to use this creature in practice
Melee core and holding approaches
Light 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.
- Searing Light: Deals Light damage and blinds an eligible target for two rounds. Activation costs some of the caster’s health, restored after combat; base and upgraded versions use different costs.
- Pain reflection: Returns 10% of a melee hit’s damage to its attacker. Reflecting part of a hit does not completely block the attack.
- Might damage
- —
- Magic damage · Light
- 14–17
- Might protection
- 21 %
- Magic protection
- 32 %
- Health
- 75
- Initiative
- 50
- Combat movement
- 6
- Ranged reach
- —
- Morale
- 10
- Luck
- 10
- Reference growth
- 4
Cost per creature: 420 gold
Abilities and limitations
Searing Light
Deals Light damage and blinds an eligible target for two rounds. Activation costs some of the caster’s health, restored after combat; base and upgraded versions use different costs.
Pain reflection
Returns 10% of a melee hit’s damage to its attacker. Reflecting part of a hit does not completely block the attack.
Speed of Light
The creature moves to its target, strikes without retaliation and returns to its starting position. The original position still matters after the attack.
Epiphany
Retaliation sends rays in eight directions, damaging enemies with Light and healing eligible allies. Army positioning determines which stacks the rays actually reach.
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.