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Heroes VI · CREATURE PROFILE

Water Elemental in Heroes VI: stats, cost and abilities

Water Elemental in Heroes VI: Melee core and holding approaches. Practical use, abilities, weaknesses, recruitment and 85 base health.

Quick guide: where it fits

Melee core and holding approaches

Water Elemental 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 →
Water Elemental — creature appearance in Heroes 6
Source · Game artwork

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.

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.

Water Elemental · reference values before bonuses
CreaturesTotal costBase health
1
  • 410 gold
85
5
  • 2,050 gold
425
10
  • 4,100 gold
850

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.