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Heroes VI · CREATURE PROFILE

Timber Wolf in Heroes VI: stats, cost and abilities

Timber Wolf in Heroes VI: Melee core and holding approaches. Practical use, abilities, weaknesses, recruitment and 25 base health.

Quick guide: where it fits

Melee core and holding approaches

Timber Wolf 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 →
Timber Wolf — creature appearance in Heroes 6
Source · Game artwork

Neutral creatures · Neutral creature

Timber Wolf

How to use this creature in practice

Melee core and holding approaches

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

  • Hunger: Receives 2 extra movement in the first combat round. The extended reach does not automatically persist in later rounds.
Might damage
4–6
Magic damage
—
Might protection
9 %
Magic protection
9 %
Health
25
Initiative
35
Combat movement
6
Ranged reach
—
Morale
5
Luck
5
Reference growth
9

Cost per creature: 115 gold

Abilities and limitations

  • Hunger

    Receives 2 extra movement in the first combat round. The extended reach does not automatically persist in later rounds.

  • 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 reference assigns no direct town dwelling. Read the profile’s availability and abilities for acquisition.

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.

Timber Wolf · reference values before bonuses
CreaturesTotal costBase health
1
  • 115 gold
25
5
  • 575 gold
125
10
  • 1,150 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.

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.