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Heroes VI · CREATURE PROFILE

Vampire in Heroes VI: stats, cost and abilities

Vampire in Heroes VI: Melee core and holding approaches. Practical use, abilities, weaknesses, recruitment and 80 base health.

Quick guide: where it fits

Melee core and holding approaches

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

Necropolis · Elite

Vampire

Base form

How to use this creature in practice

Melee core and holding approaches

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

  • Life Drain: Vampire restores health equal to 15% of damage dealt to a living enemy. Nonliving targets do not provide the same recovery.
  • Out of Time: After Defend, the first incoming attack against Vampire or Vampire Lord automatically misses. This is not unlimited evasion against every attack that round.
Might damage
13–14
Magic damage
—
Might protection
29 %
Magic protection
23 %
Health
80
Initiative
45
Combat movement
4
Ranged reach
—
Morale
—
Luck
9
Reference growth
4

Cost per creature: 360 gold

Abilities and limitations

  • Life Drain

    Vampire restores health equal to 15% of damage dealt to a living enemy. Nonliving targets do not provide the same recovery.

  • Out of Time

    After Defend, the first incoming attack against Vampire or Vampire Lord automatically misses. This is not unlimited evasion against every attack that round.

  • Undead

    Uses neutral morale, gains 20% Water protection and resists poison, disease, blindness and mind control. Healing requiring a living target does not automatically work on it.

  • Emotionless

    Unaffected by morale-changing effects. Morale buffs therefore do not provide their ordinary benefit to this stack.

  • Light vulnerability

    Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.

Heroes connected to this creature

Specific specialty effect (6)

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

The building unlocks this form. Availability and hiring are separate.

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.

Vampire · reference values before bonuses
CreaturesTotal costBase health
1
  • 360 gold
80
5
  • 1,800 gold
400
10
  • 3,600 gold
800

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.