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Heroes VI · CREATURE PROFILE

Mermaid in Heroes VI: stats, cost and abilities

Mermaid in Heroes VI: Ranged stack requiring usable line of sight. Practical use, abilities, weaknesses, recruitment and 85 base health.

Quick guide: where it fits

Ranged stack requiring usable line of sight

Mermaid needs line of sight to an important target.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions.

Exact dwelling, growth and items →
Mermaid — creature appearance in Heroes 6
Source · Game artwork

Neutral creatures · Neutral creature

Mermaid

How to use this creature in practice

Ranged stack requiring usable line of sight

Mermaid needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

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.

  • Tidal Wave: The wave soaks enemy stacks and pushes small creatures back two tiles. Plan around the displaced targets’ new positions.
  • Daughters of the Sea: Provides a 20% defense bonus. A bonus to the defense attribute is not 20 percentage points added to damage reduction.
Might damage
—
Magic damage · Water
13–18
Might protection
37 %
Magic protection
25 %
Health
85
Initiative
40
Combat movement
4
Ranged reach
100
Morale
9
Luck
10
Reference growth
4

Cost per creature: 430 gold

Abilities and limitations

  • Tidal Wave

    The wave soaks enemy stacks and pushes small creatures back two tiles. Plan around the displaced targets’ new positions.

  • Daughters of the Sea

    Provides a 20% defense bonus. A bonus to the defense attribute is not 20 percentage points added to damage reduction.

  • Siren Song

    Enchanted adjacent enemies cannot attack Mermaid. Preventing attacks on her does not automatically prohibit all their other actions.

  • 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

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.

Mermaid · reference values before bonuses
CreaturesTotal costBase health
1
  • 430 gold
85
5
  • 2,150 gold
425
10
  • 4,300 gold
850

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.