
How to use this creature in practice
Melee core and holding approaches
Mizu-Kami 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 5 and Initiative 50 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
- Protective membrane: This form takes 15% less damage. Do not transfer the bonus between Spring Spirit, Mizu-Kami and Water Elemental cards.
- Greater Spirit Bond: Mizu-Kami shares beneficial effects, pain reflection and its protective membrane with the linked stack. Restrictions on linking other spirits and already linked stacks still apply.
- Might damage
- —
- Magic damage · Water
- 10–13
- Might protection
- 29 %
- Magic protection
- 37 %
- Health
- 76
- Initiative
- 50
- Combat movement
- 5
- Ranged reach
- —
- Morale
- 7
- Luck
- 8
- Reference growth
- 6
Cost per creature: 450 gold
Abilities and limitations
Protective membrane
This form takes 15% less damage. Do not transfer the bonus between Spring Spirit, Mizu-Kami and Water Elemental cards.
Greater Spirit Bond
Mizu-Kami shares beneficial effects, pain reflection and its protective membrane with the linked stack. Restrictions on linking other spirits and already linked stacks still apply.
Pain reflection
Returns 10% of a melee hit’s damage to its attacker. Reflecting part of a hit does not completely block the attack.
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.