
Neutral creatures · Neutral creature
Water Elemental
How to use this creature in practice
Melee core and holding approaches
Water Elemental 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 5 and Initiative 40 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
- Ice Bolt: The Water hit also freezes the target, sets movement to zero and raises Fire vulnerability by 20%. Check resistance to freezing.
- Protective membrane: This form takes 20% less damage. Do not transfer the bonus between Spring Spirit, Mizu-Kami and Water Elemental cards.
- Might damage
- —
- Magic damage · Water
- 10–14
- Might protection
- 28 %
- Magic protection
- 31 %
- Health
- 85
- Initiative
- 40
- Combat movement
- 5
- Ranged reach
- —
- Morale
- 10
- Luck
- 7
- Reference growth
- 4
Cost per creature: 410 gold
Abilities and limitations
Ice Bolt
The Water hit also freezes the target, sets movement to zero and raises Fire vulnerability by 20%. Check resistance to freezing.
Protective membrane
This form takes 20% less damage. Do not transfer the bonus between Spring Spirit, Mizu-Kami and Water Elemental cards.
Water Strike
Water Elemental applies soaking when attacking. Assess follow-up elemental interactions against the target’s current state.
Elemental affinity
Its own element deals 50% less damage and the opposing element 50% more. Harmful effects of its element are resisted; identify the element from the specific elemental.
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.
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.