Shadow Dragon 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 7 and Initiative 45 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Withering Breath: Dark breath adds continuing damage when the target acts. It starts at 15% of base damage and rises by 1 percentage point per round to 20%; the initial hit is not the entire effect.
Heart of Darkness: Each Shadow Dragon or Black Dragon adds 0.5% to Dark ability damage and duration, capped at 5%. Additional creatures beyond the cap do not raise this bonus.
Might damage
55–61
Magic damage
—
Might protection
43 %
Magic protection
51 %
Health
290
Initiative
45
Combat movement
7
Ranged reach
—
Morale
7
Luck
7
Reference growth
1
Cost per creature: 1700 gold + 1 crystals
Abilities and limitations
Withering Breath
Dark breath adds continuing damage when the target acts. It starts at 15% of base damage and rises by 1 percentage point per round to 20%; the initial hit is not the entire effect.
Heart of Darkness
Each Shadow Dragon or Black Dragon adds 0.5% to Dark ability damage and duration, capped at 5%. Additional creatures beyond the cap do not raise this bonus.
Terrifying Presence
Nearby enemies face a 20% chance of incapacitation and an 80% chance of losing 15 morale. Check whether the target is susceptible to these effects.
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.
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.
Shadow Dragon · reference values before bonuses
Creatures
Total cost
Base health
1
1,700 gold
1 crystals
290
5
8,500 gold
5 crystals
1,450
10
17,000 gold
10 crystals
2,900
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.
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.