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Heroes VI · CREATURE PROFILE

Shade in Heroes VI: stats, cost and abilities

Shade in Heroes VI: Melee core and holding approaches. Practical use, abilities, weaknesses, recruitment and 28 base health.

Quick guide: where it fits

Melee core and holding approaches

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

Dungeon · Core

Shade

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Shade 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 45 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Poisoned Blades: Shade adds recurring Dark damage and reduces target initiative by 5 for three rounds. Distinguish the continuing health loss from the basic physical hit.
  • Shadow Cloak: After two rounds without attacking, the creature becomes hidden. Attacking, enemy proximity or indirect damage can reveal it; an enemy entering an adjacent tile triggers an automatic attack.
Might damage
6–9
Magic damage
—
Might protection
9 %
Magic protection
18 %
Health
28
Initiative
45
Combat movement
6
Ranged reach
—
Morale
6
Luck
7
Reference growth
11

Cost per creature: 170 gold

Abilities and limitations

  • Poisoned Blades

    Shade adds recurring Dark damage and reduces target initiative by 5 for three rounds. Distinguish the continuing health loss from the basic physical hit.

  • Shadow Cloak

    After two rounds without attacking, the creature becomes hidden. Attacking, enemy proximity or indirect damage can reveal it; an enemy entering an adjacent tile triggers an automatic attack.

  • Backstab

    Assassin attacking from invisibility deals 20% more damage and prevents retaliation. The attack also ends its concealment.

  • Disciple of Malassa

    The Dungeon creature gains 10% Dark protection and 10% Light vulnerability. Healing Light spells can damage hostile Dungeon creatures.

  • Living

    Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.

Heroes connected to this creature

Specific specialty effect (1)

This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.

Reference ↗

Where to obtain and develop this creature

This form uses the upgraded dwelling; construction cost is not the retraining price.

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.

Shade · reference values before bonuses
CreaturesTotal costBase health
1
  • 170 gold
28
5
  • 850 gold
140
10
  • 1,700 gold
280

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.