Shark Guard 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 4 and Initiative 30 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Crippling Wound: Reduces movement by 3 for two rounds and adds recurring bleeding based on 10% of the original hit. It combines movement control with continuing damage.
Water resistance: Nagas and the relevant water spirits take 50% less Water damage. Assess vulnerability to the opposing Air element separately.
Might damage
3–5
Magic damage
—
Might protection
9 %
Magic protection
5 %
Health
25
Initiative
30
Combat movement
4
Ranged reach
—
Morale
7
Luck
3
Reference growth
8
Cost per creature: 95 gold
Abilities and limitations
Crippling Wound
Reduces movement by 3 for two rounds and adds recurring bleeding based on 10% of the original hit. It combines movement control with continuing damage.
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.
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.
Shark Guard · reference values before bonuses
Creatures
Total cost
Base health
1
95 gold
25
5
475 gold
125
10
950 gold
250
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.