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Heroes VI · CREATURE PROFILE

Shadow Watcher in Heroes VI: stats, cost and abilities

Shadow Watcher in Heroes VI: Ranged stack requiring usable line of sight. Practical use, abilities, weaknesses, recruitment and 22 base health.

Quick guide: where it fits

Ranged stack requiring usable line of sight

Shadow Watcher needs line of sight to an important target.

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

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

Dungeon · Core

Shadow Watcher

Upgraded form

How to use this creature in practice

Ranged stack requiring usable line of sight

Shadow Watcher 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 35 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Mind Probe: Silent Watcher marks one stack to take 15% more damage from all sources for the battle. Activation does not consume its normal action; only one target can be marked at once.
  • Harrowing Vision: A ranged hit adds continuing Dark damage for two rounds, based on 20% of the hit. The initial strike is not the attack’s entire impact.
Might damage
2–4
Magic damage · Dark
4–7
Might protection
7 %
Magic protection
22 %
Health
22
Initiative
35
Combat movement
4
Ranged reach
100
Morale
6
Luck
7
Reference growth
9

Cost per creature: 180 gold

Abilities and limitations

  • Mind Probe

    Silent Watcher marks one stack to take 15% more damage from all sources for the battle. Activation does not consume its normal action; only one target can be marked at once.

  • Harrowing Vision

    A ranged hit adds continuing Dark damage for two rounds, based on 20% of the hit. The initial strike is not the attack’s entire impact.

  • 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.

  • 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.

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.

Shadow Watcher · reference values before bonuses
CreaturesTotal costBase health
1
  • 180 gold
22
5
  • 900 gold
110
10
  • 1,800 gold
220

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.