
How to use this creature in practice
Melee core and holding approaches
Sacred 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 60 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
- Hailstorm: Sacred Kirin adds Water damage and freezing to its normal hit: target movement drops to zero and Fire vulnerability rises by 20%.
- Water Flows Freely: Kirin resists movement and initiative reduction. Do not treat it as an ordinary target for slowing strategies.
- Might damage
- 58–62
- Magic damage
- —
- Might protection
- 49 %
- Magic protection
- 51 %
- Health
- 275
- Initiative
- 60
- Combat movement
- 6
- Ranged reach
- —
- Morale
- 8
- Luck
- 10
- Reference growth
- 3
Cost per creature: 1830 gold + 1 crystals
Abilities and limitations
Hailstorm
Sacred Kirin adds Water damage and freezing to its normal hit: target movement drops to zero and Fire vulnerability rises by 20%.
Water Flows Freely
Kirin resists movement and initiative reduction. Do not treat it as an ordinary target for slowing strategies.
Invigorating Rain
The mist trail slows enemies and enables an extra allied action. The corresponding Kirins resist their own effect; movement through the mist changes action planning.
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.