HEROES ATLAS
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Heroes VII · 156 ENTRIES

Creature catalogue · Heroes VII

Combat stats, recruitment costs and explanations of special abilities. Browse by town, with all entries available without JavaScript.

156 profiles: 112 base and upgraded town creatures from seven factions, 25 neutrals and 19 warfare units. Includes Fortress and other Trial by Fire creatures, separately identifying verified Lost Tales of Axeoth content. Historical Acid Cave stats include rebalanced Champions; this is not a UCP or Heroes 7.5 table. Base dwelling growth has separate references and is still missing for 14 profiles. Warfare units have their own stage 1–5 effect tables; their base parameters do not cover every Warfare level.

Creature catalogue

156

Sentinel — creature appearance in Heroes 7
Source · Game artwork

Haven · Core

Sentinel

Base form

How to use this creature in practice

Melee core and holding approaches

Use Sentinels to hold approaches and physically screen valuable units. If the plan requires Shielding, compare Legionnaire recruitment instead of granting that trait to the base form.

Watch for: The base Sentinel lacks Shielding in this reference. The Heroes VI name does not establish the same damage-sharing rule.

Timing, specific abilities and the follow-up plan

Combat movement 5 and Initiative 17 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

Attack
2
Defense
8
Health
14
Damage · Might
1–2
Initiative
17
Combat movement
5
Ranged reach
—
Morale
15
Luck
0
Base dwelling growth
21

Cost per creature: 43 gold

Growth 21 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

No additional special ability in the reference table.

Heroes connected to this creature

Army in the reference table (9)

These counts come from the cited hero table. A scenario and recruitment conditions can change them.

Example in a tactical plan (1)

The creature is an example in our specific plan; this does not establish ownership or a starting army.

Reference ↗

Legionnaire — creature appearance in Heroes 7
Source · Game artwork

Haven · Core

Legionnaire

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Plan Shielding for its actual recipients and ally positions. Before clustering, compare protection with enemy area attacks and flanking threats.

Watch for: The trait is not shared by every town infantry creature. Evaluate front, flank and rear under Heroes VII rules.

Timing, specific abilities and the follow-up plan

Combat movement 5 and Initiative 19 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Shielding: The reference rule gives an adjacent ally only 25% of a melee or ranged hit while Legionnaire also takes 25%. Do not substitute Heroes VI’s different calculation; stacking protectors also depends on version fixes.
Attack
5
Defense
8
Health
17
Damage · Might
1–2
Initiative
19
Combat movement
5
Ranged reach
—
Morale
15
Luck
0
Base dwelling growth
21

Cost per creature: 56 gold

Growth 21 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Shielding

    The reference rule gives an adjacent ally only 25% of a melee or ranged hit while Legionnaire also takes 25%. Do not substitute Heroes VI’s different calculation; stacking protectors also depends on version fixes.

Heroes connected to this creature

Example in a tactical plan (1)

The creature is an example in our specific plan; this does not establish ownership or a starting army.

Reference ↗

Crossbowman — creature appearance in Heroes 7
Source · Game artwork

Haven · Core

Crossbowman

Base form

How to use this creature in practice

Ranged stack requiring usable line of sight

Crossbowman needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 3 and Initiative 11 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

Attack
1
Defense
2
Health
11
Damage · Might
1–3
Initiative
11
Combat movement
3
Ranged reach
Half
Morale
10
Luck
0
Base dwelling growth
20

Cost per creature: 45 gold

Growth 20 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

No additional special ability in the reference table.

Heroes connected to this creature

Army in the reference table (10)

These counts come from the cited hero table. A scenario and recruitment conditions can change them.

Example in a tactical plan (1)

The creature is an example in our specific plan; this does not establish ownership or a starting army.

Reference ↗

Marksman — creature appearance in Heroes 7
Source · Game artwork

Haven · Core

Marksman

Upgraded form

How to use this creature in practice

Ranged stack requiring usable line of sight

Marksman needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 3 and Initiative 12 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Piercing Shot: Hits units along the entire firing line. Check stacks behind the main target and any friendly units.
Attack
1
Defense
2
Health
12
Damage · Might
2–3
Initiative
12
Combat movement
3
Ranged reach
Full
Morale
10
Luck
0
Base dwelling growth
20

Cost per creature: 59 gold

Growth 20 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Piercing Shot

    Hits units along the entire firing line. Check stacks behind the main target and any friendly units.

Reference ↗

Dire Wolf — creature appearance in Heroes 7
Source · Game artwork

Haven · Core

Dire Wolf

Base form

How to use this creature in practice

Melee core and holding approaches

Dire 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 5 and Initiative 27 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Unlimited Retaliations: Can answer every attack that permits retaliation. An attacker’s explicit prevention of retaliation remains a separate condition.
Attack
4
Defense
2
Health
21
Damage · Might
3–6
Initiative
27
Combat movement
5
Ranged reach
—
Morale
15
Luck
0
Base dwelling growth
10

Cost per creature: 110 gold

Growth 10 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Unlimited Retaliations

    Can answer every attack that permits retaliation. An attacker’s explicit prevention of retaliation remains a separate condition.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Army in the reference table (7)

These counts come from the cited hero table. A scenario and recruitment conditions can change them.

Reference ↗

Silverback — creature appearance in Heroes 7
Source · Game artwork

Haven · Core

Silverback

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Silverback 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 32 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Unlimited Retaliations: Can answer every attack that permits retaliation. An attacker’s explicit prevention of retaliation remains a separate condition.
  • Feral Charge: Once per battle attacks without the normal movement limit, with 5 extra attack and no retaliation. Its own defense drops to zero through its next turn.
Attack
4
Defense
2
Health
25
Damage · Might
4–6
Initiative
32
Combat movement
6
Ranged reach
—
Morale
15
Luck
0
Base dwelling growth
10

Cost per creature: 143 gold

Growth 10 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Unlimited Retaliations

    Can answer every attack that permits retaliation. An attacker’s explicit prevention of retaliation remains a separate condition.

  • Feral Charge

    Once per battle attacks without the normal movement limit, with 5 extra attack and no retaliation. Its own defense drops to zero through its next turn.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Reference ↗

Guardian — creature appearance in Heroes 7
Source · Game artwork

Haven · Elite

Guardian

Base form

How to use this creature in practice

Melee core and holding approaches

Guardian 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 24 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Opportunity Retaliation: Can make a free retaliation against an adjacent enemy attacking another ally. Being beside the aggressor is essential for this response.
Attack
9
Defense
9
Health
44
Damage · Might
7–12
Initiative
24
Combat movement
4
Ranged reach
—
Morale
10
Luck
0
Base dwelling growth
5

Cost per creature: 280 gold

Growth 5 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Opportunity Retaliation

    Can make a free retaliation against an adjacent enemy attacking another ally. Being beside the aggressor is essential for this response.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Army in the reference table (1)

These counts come from the cited hero table. A scenario and recruitment conditions can change them.

Reference ↗

Justicar — creature appearance in Heroes 7
Source · Game artwork

Haven · Elite

Justicar

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Justicar 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 28 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Cleave: Hits twice during an attack, with possible retaliation between strikes. Casualties from the first exchange can affect the second hit.
Attack
9
Defense
9
Health
44
Damage · Might
7–12
Initiative
28
Combat movement
5
Ranged reach
—
Morale
10
Luck
0
Base dwelling growth
5

Cost per creature: 370 gold

Growth 5 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Cleave

    Hits twice during an attack, with possible retaliation between strikes. Casualties from the first exchange can affect the second hit.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Reference ↗

Chaplain — creature appearance in Heroes 7
Source · Game artwork

Haven · Elite

Chaplain

Base form

How to use this creature in practice

Ranged stack requiring usable line of sight

Chaplain needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 4 and Initiative 15 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Aura of Cleansing: The creature and adjacent allies gain 4 defense and lose one random harmful magical effect at their turn start. Healer positioning determines how many stacks are protected.
Attack
6
Defense
9
Health
28
Damage · Light
6–9
Initiative
15
Combat movement
4
Ranged reach
Half
Morale
15
Luck
0
Base dwelling growth
6

Cost per creature: 280 gold

Growth 6 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Aura of Cleansing

    The creature and adjacent allies gain 4 defense and lose one random harmful magical effect at their turn start. Healer positioning determines how many stacks are protected.

Reference ↗

Abbot — creature appearance in Heroes 7
Source · Game artwork

Haven · Elite

Abbot

Upgraded form

How to use this creature in practice

Ranged stack requiring usable line of sight

Abbot needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 4 and Initiative 18 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Aura of Cleansing: The creature and adjacent allies gain 4 defense and lose one random harmful magical effect at their turn start. Healer positioning determines how many stacks are protected.
  • Ranged Retaliation: Can answer enemy shooting with a ranged retaliation when not engaged in melee. Engaging the shooter can therefore prevent this response.
Attack
6
Defense
13
Health
35
Damage · Light
7–11
Initiative
18
Combat movement
4
Ranged reach
Half
Morale
15
Luck
0
Base dwelling growth
6

Cost per creature: 370 gold

Growth 6 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Aura of Cleansing

    The creature and adjacent allies gain 4 defense and lose one random harmful magical effect at their turn start. Healer positioning determines how many stacks are protected.

  • Ranged Retaliation

    Can answer enemy shooting with a ranged retaliation when not engaged in melee. Engaging the shooter can therefore prevent this response.

Reference ↗

Cavalier — creature appearance in Heroes 7
Source · Game artwork

Haven · Elite

Cavalier

Base form

How to use this creature in practice

Melee core and holding approaches

Cavalier 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 26 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Charge: Adds 2 to the attack attribute per tile travelled before the hit. This modifies attack rather than using another game’s charge damage percentage.
Attack
10
Defense
12
Health
105
Damage · Might
18–23
Initiative
26
Combat movement
6
Ranged reach
—
Morale
10
Luck
0
Base dwelling growth
2

Cost per creature: 1100 gold

Growth 2 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Charge

    Adds 2 to the attack attribute per tile travelled before the hit. This modifies attack rather than using another game’s charge damage percentage.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Army in the reference table (1)

These counts come from the cited hero table. A scenario and recruitment conditions can change them.

Reference ↗

Cuirassier — creature appearance in Heroes 7
Source · Game artwork

Haven · Elite

Cuirassier

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Cuirassier 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 7 and Initiative 30 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Charge: Adds 2 to the attack attribute per tile travelled before the hit. This modifies attack rather than using another game’s charge damage percentage.
  • Bash: A critical hit prevents retaliation and disables the target through its next turn. An ordinary noncritical hit does not satisfy the trigger.
Attack
10
Defense
14
Health
115
Damage · Might
20–25
Initiative
30
Combat movement
7
Ranged reach
—
Morale
10
Luck
10
Base dwelling growth
2

Cost per creature: 1430 gold

Growth 2 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Charge

    Adds 2 to the attack attribute per tile travelled before the hit. This modifies attack rather than using another game’s charge damage percentage.

  • Bash

    A critical hit prevents retaliation and disables the target through its next turn. An ordinary noncritical hit does not satisfy the trigger.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Reference ↗

Landsknecht — creature appearance in Heroes 7
Source · Game artwork

Haven · Champion

Landsknecht

Base form

How to use this creature in practice

Melee core and holding approaches

Landsknecht 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 15 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Sweep: Hits enemies in the relevant adjacent arc as well as the main target. Seek an attack position reaching several opponents.
Attack
35
Defense
20
Health
390
Damage · Might
90–110
Initiative
15
Combat movement
5
Ranged reach
—
Morale
20
Luck
0
Base dwelling growth
1

Cost per creature: 4670 gold + 1 starsilver

Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Sweep

    Hits enemies in the relevant adjacent arc as well as the main target. Seek an attack position reaching several opponents.

Reference ↗

Swordmaster — creature appearance in Heroes 7
Source · Game artwork

Haven · Champion

Swordmaster

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Swordmaster 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 19 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Sweep: Hits enemies in the relevant adjacent arc as well as the main target. Seek an attack position reaching several opponents.
  • Indomitable: Resists morale reduction, Mesmerize and Face of Fear when attacked. This is not general immunity to direct magical damage.
Attack
40
Defense
22
Health
450
Damage · Might
110–130
Initiative
19
Combat movement
5
Ranged reach
—
Morale
20
Luck
0
Base dwelling growth
1

Cost per creature: 6070 gold + 2 starsilver + 1 shadowsteel

Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Sweep

    Hits enemies in the relevant adjacent arc as well as the main target. Seek an attack position reaching several opponents.

  • Indomitable

    Resists morale reduction, Mesmerize and Face of Fear when attacked. This is not general immunity to direct magical damage.

Reference ↗

Seraph — creature appearance in Heroes 7
Source · Game artwork

Haven · Champion

Seraph

Base form

How to use this creature in practice

Melee core and holding approaches

Seraph 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 21 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Aura of Purity: The creature and adjacent allied stacks cannot receive harmful magical statuses. This aura does not itself provide immunity to direct magical damage.
Attack
25
Defense
35
Health
500
Damage · Light
60–70
Initiative
21
Combat movement
6
Ranged reach
—
Morale
10
Luck
0
Base dwelling growth
1

Cost per creature: 4670 gold + 1 Dragonblood crystals

Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Aura of Purity

    The creature and adjacent allied stacks cannot receive harmful magical statuses. This aura does not itself provide immunity to direct magical damage.

Reference ↗

Celestial — creature appearance in Heroes 7
Source · Game artwork

Haven · Champion

Celestial

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Celestial 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 7 and Initiative 23 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Aura of Purity: The creature and adjacent allied stacks cannot receive harmful magical statuses. This aura does not itself provide immunity to direct magical damage.
  • Resurrection: Restores 50 health per Celestial in the stack and can recover fallen creatures. The target must not be undead or a construct.
Attack
25
Defense
40
Health
600
Damage · Light
70–75
Initiative
23
Combat movement
7
Ranged reach
—
Morale
20
Luck
0
Base dwelling growth
1

Cost per creature: 6070 gold + 2 Dragonblood crystals + 1 dragonsteel

Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Aura of Purity

    The creature and adjacent allied stacks cannot receive harmful magical statuses. This aura does not itself provide immunity to direct magical damage.

  • Resurrection

    Restores 50 health per Celestial in the stack and can recover fallen creatures. The target must not be undead or a construct.

Reference ↗

Healing Sister — creature appearance in Heroes 7
Source · Game artwork

Haven · Warfare unit

Healing Sister

How to use this creature in practice

Warfare unit with its own support or attack

Heals eligible allied living targets. The listed values are restored health by warfare-unit stage.

Watch for: Read eligible targets and restrictions on this unit’s card. Healing living creatures, repairing mechanical allies and protective shrouds have different conditions.

Timing, specific abilities and the follow-up plan

Compare Initiative 11, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.

Attack
0
Defense
5
Health
300
Damage · Light
—
Initiative
11
Combat movement
—
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
—

Cost per creature: 500 gold

A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.

Abilities and limitations

  • Warfare role

    Heals eligible allied living targets. The listed values are restored health by warfare-unit stage.

Reference effect by stage 1–5
StageHealth restored
130
250
3100
4150
5250

Reference ↗

Haven Ballista — creature appearance in Heroes 7
Source · Game artwork

Haven · Warfare unit

Haven Ballista

How to use this creature in practice

Warfare unit with its own support or attack

Fires on enemy stacks. The table lists hit strength by stage; control and further modifiers depend on the hero and Warfare.

Watch for: Read eligible targets and restrictions on this unit’s card. Healing living creatures, repairing mechanical allies and protective shrouds have different conditions.

Timing, specific abilities and the follow-up plan

Compare Initiative 19, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.

Attack
5
Defense
10
Health
250
Damage · Might
16–24
Initiative
19
Combat movement
—
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
—

Cost per creature: 1000 gold

A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.

Abilities and limitations

  • Warfare role

    Fires on enemy stacks. The table lists hit strength by stage; control and further modifiers depend on the hero and Warfare.

Reference effect by stage 1–5
StageDamage
116–24
229–41
338–52
442–58
560–80

Reference ↗

Catapult — creature appearance in Heroes 7
Source · Game artwork

Haven · Warfare unit

Catapult

How to use this creature in practice

Siege warfare unit

Bombards town walls and fortifications. The listed damage applies to siege targets; do not automatically transfer it to ordinary creatures.

Watch for: Do not use listed siege damage as an ordinary hit against every creature. A Warfare stage is not a stack count.

Timing, specific abilities and the follow-up plan

Compare Initiative 100, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.

Attack
0
Defense
12
Health
3900
Damage · Might
75–115
Initiative
100
Combat movement
—
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
—

Cost per creature: Not included in this inventory

A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.

Abilities and limitations

  • Warfare role

    Bombards town walls and fortifications. The listed damage applies to siege targets; do not automatically transfer it to ordinary creatures.

Reference effect by stage 1–5
StageDamage
175–115
2100–150
3135–195
4180–240
5245–285

Reference ↗

Cabir — creature appearance in Heroes 7
Source · Game artwork

Academy · Core

Cabir

Base form

How to use this creature in practice

Ranged stack requiring usable line of sight

Cabir needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 4 and Initiative 14 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Fire immunity: Resists harmful Fire spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
  • Water vulnerability: Takes 25% more Water damage. Other magic schools do not automatically exploit this particular weakness.
Attack
2
Defense
2
Health
12
Damage · Fire
2–3
Initiative
14
Combat movement
4
Ranged reach
Half
Morale
0
Luck
5
Base dwelling growth
15

Cost per creature: 60 gold

Growth 15 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Fire immunity

    Resists harmful Fire spells and effects. The corresponding elemental component of enemy attacks deals only half damage.

  • Water vulnerability

    Takes 25% more Water damage. Other magic schools do not automatically exploit this particular weakness.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Army in the reference table (9)

These counts come from the cited hero table. A scenario and recruitment conditions can change them.

Reference ↗

Cabir Master — creature appearance in Heroes 7
Source · Game artwork

Academy · Core

Cabir Master

Upgraded form

How to use this creature in practice

Ranged stack requiring usable line of sight

Cabir Master needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 4 and Initiative 16 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Fire immunity: Resists harmful Fire spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
  • Water vulnerability: Takes 25% more Water damage. Other magic schools do not automatically exploit this particular weakness.
Attack
2
Defense
4
Health
14
Damage · Fire
3–4
Initiative
16
Combat movement
4
Ranged reach
Half
Morale
0
Luck
5
Base dwelling growth
15

Cost per creature: 78 gold

Growth 15 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Fire immunity

    Resists harmful Fire spells and effects. The corresponding elemental component of enemy attacks deals only half damage.

  • Water vulnerability

    Takes 25% more Water damage. Other magic schools do not automatically exploit this particular weakness.

  • Soldering Hands

    Repairs a friendly construct for 5 health per Cabir in the stack and can recover destroyed members. This is a special repair rather than ordinary healing for a living target.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Reference ↗

Gargoyle — creature appearance in Heroes 7
Source · Game artwork

Academy · Core

Gargoyle

Base form

How to use this creature in practice

Melee core and holding approaches

Gargoyle 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 11 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Construct: Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.
  • Magic Immunity: Cannot be targeted by harmful spells or effects from any school. Magical components of enemy attacks deal half damage; this does not universally cancel every magical hit.
Attack
3
Defense
6
Health
17
Damage · Might
1–2
Initiative
11
Combat movement
4
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
18

Cost per creature: 50 gold

Growth 18 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Construct

    Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.

  • Magic Immunity

    Cannot be targeted by harmful spells or effects from any school. Magical components of enemy attacks deal half damage; this does not universally cancel every magical hit.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Army in the reference table (8)

These counts come from the cited hero table. A scenario and recruitment conditions can change them.

Example in a tactical plan (1)

The creature is an example in our specific plan; this does not establish ownership or a starting army.

Reference ↗

Obsidian Gargoyle — creature appearance in Heroes 7
Source · Game artwork

Academy · Core

Obsidian Gargoyle

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Obsidian Gargoyle 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 13 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Construct: Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.
  • Magic Immunity: Cannot be targeted by harmful spells or effects from any school. Magical components of enemy attacks deal half damage; this does not universally cancel every magical hit.
Attack
3
Defense
6
Health
19
Damage · Might
2
Initiative
13
Combat movement
5
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
18

Cost per creature: 65 gold

Growth 18 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Construct

    Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.

  • Magic Immunity

    Cannot be targeted by harmful spells or effects from any school. Magical components of enemy attacks deal half damage; this does not universally cancel every magical hit.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Example in a tactical plan (1)

The creature is an example in our specific plan; this does not establish ownership or a starting army.

Reference ↗

Golem — creature appearance in Heroes 7
Source · Game artwork

Academy · Core

Golem

Base form

How to use this creature in practice

Melee core and holding approaches

Golem 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 12 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Construct: Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.
  • Unfettered: Resists all movement reduction. Choose another tool besides ordinary slowing when trying to stop its advance.
Attack
3
Defense
6
Health
30
Damage · Might
5–7
Initiative
12
Combat movement
4
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
Not stated

Cost per creature: 138 gold

Abilities and limitations

  • Construct

    Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.

  • Unfettered

    Resists all movement reduction. Choose another tool besides ordinary slowing when trying to stop its advance.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Army in the reference table (9)

These counts come from the cited hero table. A scenario and recruitment conditions can change them.

Example in a tactical plan (1)

The creature is an example in our specific plan; this does not establish ownership or a starting army.

Reference ↗

Sandstone Golem — creature appearance in Heroes 7
Source · Game artwork

Academy · Core

Sandstone Golem

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Sandstone Golem 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 14 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Construct: Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.
  • Unfettered: Resists all movement reduction. Choose another tool besides ordinary slowing when trying to stop its advance.
Attack
3
Defense
9
Health
37
Damage · Might
6–8
Initiative
14
Combat movement
5
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
Not stated

Cost per creature: 179 gold

Abilities and limitations

  • Construct

    Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.

  • Unfettered

    Resists all movement reduction. Choose another tool besides ordinary slowing when trying to stop its advance.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Example in a tactical plan (1)

The creature is an example in our specific plan; this does not establish ownership or a starting army.

Reference ↗

Apprentice — creature appearance in Heroes 7
Source · Game artwork

Academy · Elite

Apprentice

Base form

How to use this creature in practice

Ranged stack requiring usable line of sight

Apprentice needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 3 and Initiative 13 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Piercing Shot: Hits units along the entire firing line. Check stacks behind the main target and any friendly units.
Attack
10
Defense
8
Health
43
Damage · Fire
9–12
Initiative
13
Combat movement
3
Ranged reach
Half
Morale
5
Luck
0
Base dwelling growth
4

Cost per creature: 340 gold

Growth 4 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Piercing Shot

    Hits units along the entire firing line. Check stacks behind the main target and any friendly units.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Army in the reference table (1)

These counts come from the cited hero table. A scenario and recruitment conditions can change them.

Reference ↗

Disciple — creature appearance in Heroes 7
Source · Game artwork

Academy · Elite

Disciple

Upgraded form

How to use this creature in practice

Ranged stack requiring usable line of sight

Disciple needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 3 and Initiative 16 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Piercing Shot: Hits units along the entire firing line. Check stacks behind the main target and any friendly units.
  • Nova: Hits a 3 × 3 area with Fire damage. The ability cannot be used while engaged in melee.
Attack
12
Defense
10
Health
50
Damage · Fire
9–13
Initiative
16
Combat movement
3
Ranged reach
Full
Morale
5
Luck
0
Base dwelling growth
4

Cost per creature: 440 gold

Growth 4 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Piercing Shot

    Hits units along the entire firing line. Check stacks behind the main target and any friendly units.

  • Nova

    Hits a 3 × 3 area with Fire damage. The ability cannot be used while engaged in melee.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Reference ↗

Djinn — creature appearance in Heroes 7
Source · Game artwork

Academy · Elite

Djinn

Base form

How to use this creature in practice

Melee core and holding approaches

Djinn 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 31 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Mana Drain: Each killed creature restores 1 hero mana, with a per-hit cap based on the hero’s Magic attribute. Count individual casualties rather than destroyed stacks.
  • Prime immunity: Resists harmful Prime spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Attack
5
Defense
7
Health
60
Damage · Prime
10–14
Initiative
31
Combat movement
5
Ranged reach
—
Morale
0
Luck
15
Base dwelling growth
Not stated

Cost per creature: 420 gold

Abilities and limitations

  • Mana Drain

    Each killed creature restores 1 hero mana, with a per-hit cap based on the hero’s Magic attribute. Count individual casualties rather than destroyed stacks.

  • Prime immunity

    Resists harmful Prime spells and effects. The corresponding elemental component of enemy attacks deals only half damage.

Heroes connected to this creature

Army in the reference table (2)

These counts come from the cited hero table. A scenario and recruitment conditions can change them.

Reference ↗

Djinn Channeler — creature appearance in Heroes 7
Source · Game artwork

Academy · Elite

Djinn Channeler

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Djinn Channeler 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.

  • Mana Drain: Each killed creature restores 1 hero mana, with a per-hit cap based on the hero’s Magic attribute. Count individual casualties rather than destroyed stacks.
  • Prime immunity: Resists harmful Prime spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Attack
5
Defense
7
Health
75
Damage · Prime
10–14
Initiative
35
Combat movement
6
Ranged reach
—
Morale
0
Luck
15
Base dwelling growth
Not stated

Cost per creature: 550 gold

Abilities and limitations

  • Mana Drain

    Each killed creature restores 1 hero mana, with a per-hit cap based on the hero’s Magic attribute. Count individual casualties rather than destroyed stacks.

  • Prime immunity

    Resists harmful Prime spells and effects. The corresponding elemental component of enemy attacks deals only half damage.

  • Magic Touch

    The target receives a random harmful magical status. You do not select the curse, so a plan should not require one specific result.

Reference ↗

Rakshasa — creature appearance in Heroes 7
Source · Game artwork

Academy · Elite

Rakshasa

Base form

How to use this creature in practice

Melee core and holding approaches

Rakshasa 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 22 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • No Retaliation: The target cannot normally retaliate against this creature’s attack. Its later independent action is not disabled.
Attack
14
Defense
14
Health
130
Damage · Might
21–27
Initiative
22
Combat movement
4
Ranged reach
—
Morale
5
Luck
0
Base dwelling growth
Not stated

Cost per creature: 1100 gold

Abilities and limitations

  • No Retaliation

    The target cannot normally retaliate against this creature’s attack. Its later independent action is not disabled.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Army in the reference table (1)

These counts come from the cited hero table. A scenario and recruitment conditions can change them.

Reference ↗

Rakshasa Raja — creature appearance in Heroes 7
Source · Game artwork

Academy · Elite

Rakshasa Raja

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Rakshasa Raja 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 29 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • No Retaliation: The target cannot normally retaliate against this creature’s attack. Its later independent action is not disabled.
  • Sweep: Hits enemies in the relevant adjacent arc as well as the main target. Seek an attack position reaching several opponents.
Attack
14
Defense
14
Health
150
Damage · Might
23–29
Initiative
29
Combat movement
5
Ranged reach
—
Morale
5
Luck
0
Base dwelling growth
Not stated

Cost per creature: 1430 gold

Abilities and limitations

  • No Retaliation

    The target cannot normally retaliate against this creature’s attack. Its later independent action is not disabled.

  • Sweep

    Hits enemies in the relevant adjacent arc as well as the main target. Seek an attack position reaching several opponents.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Reference ↗

Arcane Eagle — creature appearance in Heroes 7
Source · Game artwork

Academy · Champion

Arcane Eagle

Base form

How to use this creature in practice

Melee core and holding approaches

Arcane Eagle 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 7 and Initiative 36 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Arcane Wings: At the end of the creature’s turn adjacent enemies receive a random magical status. The outcome cannot be selected in advance.
Attack
25
Defense
25
Health
400
Damage · Prime
75–80
Initiative
36
Combat movement
7
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
1

Cost per creature: 5500 gold + 1 starsilver

Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Arcane Wings

    At the end of the creature’s turn adjacent enemies receive a random magical status. The outcome cannot be selected in advance.

Reference ↗

Simurgh — creature appearance in Heroes 7
Source · Game artwork

Academy · Champion

Simurgh

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Simurgh 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 8 and Initiative 39 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Arcane Wings: At the end of the creature’s turn adjacent enemies receive a random magical status. The outcome cannot be selected in advance.
  • Magic Catalyst: Adjacent enemies take 50% more direct spell damage. Positioning beside a target prepares a spell hit rather than automatically strengthening all physical attacks.
Attack
31
Defense
30
Health
440
Damage · Prime
80–100
Initiative
39
Combat movement
8
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
1

Cost per creature: 7150 gold + 2 starsilver + 1 Dragonblood crystals

Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Arcane Wings

    At the end of the creature’s turn adjacent enemies receive a random magical status. The outcome cannot be selected in advance.

  • Magic Catalyst

    Adjacent enemies take 50% more direct spell damage. Positioning beside a target prepares a spell hit rather than automatically strengthening all physical attacks.

Reference ↗

Colossus — creature appearance in Heroes 7
Source · Game artwork

Academy · Champion

Colossus

Base form

How to use this creature in practice

Melee core and holding approaches

Colossus 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 16 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Construct: Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.
  • Magic Absorption: Magic damage received from spells empowers the next hit with Prime damage. The additional base damage is capped at creature count × maximum base damage. Example cap for 10 creatures with maximum damage 92: 920 additional base damage before other modifiers.
Attack
25
Defense
30
Health
500
Damage · Might
69–92
Initiative
16
Combat movement
4
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
Not stated

Cost per creature: 5500 gold + 1 dragonsteel

Abilities and limitations

  • Construct

    Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.

  • Magic Absorption

    Magic damage received from spells empowers the next hit with Prime damage. The additional base damage is capped at creature count × maximum base damage. Example cap for 10 creatures with maximum damage 92: 920 additional base damage before other modifiers.

Reference ↗

Titan — creature appearance in Heroes 7
Source · Game artwork

Academy · Champion

Titan

Upgraded form

How to use this creature in practice

Ranged stack requiring usable line of sight

Titan needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 4 and Initiative 17 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Construct: Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.
  • Magic Absorption: Magic damage received from spells empowers the next hit with Prime damage. The additional base damage is capped at creature count × maximum base damage. Example cap for 10 creatures with maximum damage 92: 920 additional base damage before other modifiers.
Attack
25
Defense
30
Health
500
Damage · Prime
69–92
Initiative
17
Combat movement
4
Ranged reach
Full
Morale
0
Luck
5
Base dwelling growth
Not stated

Cost per creature: 7150 gold + 2 dragonsteel + 1 shadowsteel

Abilities and limitations

  • Construct

    Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.

  • Magic Absorption

    Magic damage received from spells empowers the next hit with Prime damage. The additional base damage is capped at creature count × maximum base damage. Example cap for 10 creatures with maximum damage 92: 920 additional base damage before other modifiers.

Reference ↗

Healing Tent — creature appearance in Heroes 7
Source · Game artwork

Academy · Warfare unit

Healing Tent

How to use this creature in practice

Warfare unit with its own support or attack

Restores health to living and mechanical allies. This special repair also supports constructs.

Watch for: Read eligible targets and restrictions on this unit’s card. Healing living creatures, repairing mechanical allies and protective shrouds have different conditions.

Timing, specific abilities and the follow-up plan

Compare Initiative 8, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.

Attack
0
Defense
5
Health
300
Damage · Might
—
Initiative
8
Combat movement
—
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
—

Cost per creature: 500 gold

A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.

Abilities and limitations

  • Warfare role

    Restores health to living and mechanical allies. This special repair also supports constructs.

Reference effect by stage 1–5
StageHealth restored
130
250
3100
4200
5400

Reference ↗

Small Pyramid — creature appearance in Heroes 7
Source · Game artwork

Academy · Warfare unit

Small Pyramid

How to use this creature in practice

Warfare unit with its own support or attack

Fires on enemy stacks. The table lists hit strength by stage; control and further modifiers depend on the hero and Warfare.

Watch for: Read eligible targets and restrictions on this unit’s card. Healing living creatures, repairing mechanical allies and protective shrouds have different conditions.

Timing, specific abilities and the follow-up plan

Compare Initiative 15, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.

Attack
5
Defense
5
Health
500
Damage · Prime
16–24
Initiative
15
Combat movement
—
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
—

Cost per creature: 1000 gold

A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.

Abilities and limitations

  • Warfare role

    Fires on enemy stacks. The table lists hit strength by stage; control and further modifiers depend on the hero and Warfare.

Reference effect by stage 1–5
StageDamage
116–24
229–41
338–52
442–58
560–80

Reference ↗

Great Pyramid — creature appearance in Heroes 7
Source · Game artwork

Academy · Warfare unit

Great Pyramid

How to use this creature in practice

Siege warfare unit

Bombards town walls and fortifications. The listed damage applies to siege targets; do not automatically transfer it to ordinary creatures.

Watch for: Do not use listed siege damage as an ordinary hit against every creature. A Warfare stage is not a stack count.

Timing, specific abilities and the follow-up plan

Compare Initiative 100, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.

Attack
0
Defense
10
Health
3000
Damage · Prime
70–110
Initiative
100
Combat movement
—
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
—

Cost per creature: Not included in this inventory

A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.

Abilities and limitations

  • Warfare role

    Bombards town walls and fortifications. The listed damage applies to siege targets; do not automatically transfer it to ordinary creatures.

Reference effect by stage 1–5
StageDamage
170–110
290–140
3120–180
4160–220
5220–260

Reference ↗

Skeleton — creature appearance in Heroes 7
Source · Game artwork

Necropolis · Core

Skeleton

Base form

How to use this creature in practice

Melee core and holding approaches

Skeleton 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 15 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

Attack
1
Defense
0
Health
13
Damage · Might
2
Initiative
15
Combat movement
4
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
25

Cost per creature: 36 gold

Growth 25 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Undead

    Does not use ordinary morale and resists poison, fear and mind effects. Ordinary living-target healing and beneficial Light magic do not apply; Light damage increases by 25%.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Army in the reference table (5)

These counts come from the cited hero table. A scenario and recruitment conditions can change them.

Reference ↗

Skeleton Hoplite — creature appearance in Heroes 7
Source · Game artwork

Necropolis · Core

Skeleton Hoplite

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Skeleton Hoplite 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 16 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

Attack
2
Defense
4
Health
13
Damage · Might
2–4
Initiative
16
Combat movement
4
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
25

Cost per creature: 47 gold

Growth 25 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Undead

    Does not use ordinary morale and resists poison, fear and mind effects. Ordinary living-target healing and beneficial Light magic do not apply; Light damage increases by 25%.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Reference ↗

Ghost — creature appearance in Heroes 7
Source · Game artwork

Necropolis · Core

Ghost

Base form

How to use this creature in practice

Melee core and holding approaches

Ghost 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 22 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

Attack
3
Defense
3
Health
15
Damage · Dark
2–3
Initiative
22
Combat movement
5
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
18

Cost per creature: 50 gold

Growth 18 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Undead

    Does not use ordinary morale and resists poison, fear and mind effects. Ordinary living-target healing and beneficial Light magic do not apply; Light damage increases by 25%.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Army in the reference table (7)

These counts come from the cited hero table. A scenario and recruitment conditions can change them.

Reference ↗

Banshee — creature appearance in Heroes 7
Source · Game artwork

Necropolis · Core

Banshee

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Banshee 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 28 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Vigilance: Enemies cannot obtain a flanking bonus against it. Attacking from the side is still possible, but grants no corresponding bonus.
Attack
3
Defense
5
Health
15
Damage · Dark
2–4
Initiative
28
Combat movement
6
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
18

Cost per creature: 65 gold

Growth 18 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Undead

    Does not use ordinary morale and resists poison, fear and mind effects. Ordinary living-target healing and beneficial Light magic do not apply; Light damage increases by 25%.

  • Vigilance

    Enemies cannot obtain a flanking bonus against it. Attacking from the side is still possible, but grants no corresponding bonus.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Reference ↗

Ebon Spider — creature appearance in Heroes 7
Source · Game artwork

Necropolis · Core

Ebon Spider

Base form

How to use this creature in practice

Melee core and holding approaches

Ebon Spider 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 22 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

Attack
4
Defense
4
Health
28
Damage · Might
3–5
Initiative
22
Combat movement
5
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
10

Cost per creature: 110 gold

Growth 10 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Undead

    Does not use ordinary morale and resists poison, fear and mind effects. Ordinary living-target healing and beneficial Light magic do not apply; Light damage increases by 25%.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Army in the reference table (8)

These counts come from the cited hero table. A scenario and recruitment conditions can change them.

Reference ↗

Death Spider — creature appearance in Heroes 7
Source · Game artwork

Necropolis · Core

Death Spider

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Death Spider 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 28 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Withering Venom: Adds Dark damage at target turn start for three rounds. The base per Death Spider progresses through 4, 8 and 12, separately from the first hit’s physical damage.
Attack
4
Defense
4
Health
28
Damage · Might
3–5
Initiative
28
Combat movement
5
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
10

Cost per creature: 143 gold

Growth 10 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Undead

    Does not use ordinary morale and resists poison, fear and mind effects. Ordinary living-target healing and beneficial Light magic do not apply; Light damage increases by 25%.

  • Withering Venom

    Adds Dark damage at target turn start for three rounds. The base per Death Spider progresses through 4, 8 and 12, separately from the first hit’s physical damage.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Reference ↗

Lamasu — creature appearance in Heroes 7
Source · Game artwork

Necropolis · Elite

Lamasu

Base form

How to use this creature in practice

Melee core and holding approaches

Lamasu 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 14 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

Attack
8
Defense
9
Health
48
Damage · Might
9–11
Initiative
14
Combat movement
5
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
5

Cost per creature: 280 gold

Growth 5 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Undead

    Does not use ordinary morale and resists poison, fear and mind effects. Ordinary living-target healing and beneficial Light magic do not apply; Light damage increases by 25%.

Reference ↗

Plague Lamasu — creature appearance in Heroes 7
Source · Game artwork

Necropolis · Elite

Plague Lamasu

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Plague Lamasu 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 18 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Aura of Pestilence: Reduces attack by 5 and movement by 1 for two rounds. It weakens both strength and reach rather than merely dealing direct damage.
Attack
8
Defense
9
Health
53
Damage · Might
9–11
Initiative
18
Combat movement
5
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
5

Cost per creature: 370 gold

Growth 5 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Undead

    Does not use ordinary morale and resists poison, fear and mind effects. Ordinary living-target healing and beneficial Light magic do not apply; Light damage increases by 25%.

  • Aura of Pestilence

    Reduces attack by 5 and movement by 1 for two rounds. It weakens both strength and reach rather than merely dealing direct damage.

Reference ↗

Lich — creature appearance in Heroes 7
Source · Game artwork

Necropolis · Elite

Lich

Base form

How to use this creature in practice

Ranged stack requiring usable line of sight

Lich needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 3 and Initiative 14 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

Attack
7
Defense
7
Health
36
Damage · Dark
8–11
Initiative
14
Combat movement
3
Ranged reach
Half
Morale
0
Luck
5
Base dwelling growth
5

Cost per creature: 280 gold

Growth 5 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Undead

    Does not use ordinary morale and resists poison, fear and mind effects. Ordinary living-target healing and beneficial Light magic do not apply; Light damage increases by 25%.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Army in the reference table (1)

These counts come from the cited hero table. A scenario and recruitment conditions can change them.

Reference ↗

Archlich — creature appearance in Heroes 7
Source · Game artwork

Necropolis · Elite

Archlich

Upgraded form

How to use this creature in practice

Ranged stack requiring usable line of sight

Archlich needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 3 and Initiative 16 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Hex of Disruption: Shooting reduces the target’s defense and adjacent enemy stacks’ defense by 10 for two rounds. Another ally can exploit several weakened targets from one hit.
Attack
7
Defense
8
Health
41
Damage · Dark
9–12
Initiative
16
Combat movement
3
Ranged reach
Full
Morale
0
Luck
5
Base dwelling growth
5

Cost per creature: 370 gold

Growth 5 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Undead

    Does not use ordinary morale and resists poison, fear and mind effects. Ordinary living-target healing and beneficial Light magic do not apply; Light damage increases by 25%.

  • Hex of Disruption

    Shooting reduces the target’s defense and adjacent enemy stacks’ defense by 10 for two rounds. Another ally can exploit several weakened targets from one hit.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Reference ↗

Vampire — creature appearance in Heroes 7
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 5 and Initiative 32 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Life Drain: Restores its own health equal to 50% of damage dealt and can recover fallen stack members. Assess recovery from damage actually inflicted.
Attack
11
Defense
14
Health
95
Damage · Might
15–23
Initiative
32
Combat movement
5
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
2

Cost per creature: 1100 gold

Growth 2 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Undead

    Does not use ordinary morale and resists poison, fear and mind effects. Ordinary living-target healing and beneficial Light magic do not apply; Light damage increases by 25%.

  • Life Drain

    Restores its own health equal to 50% of damage dealt and can recover fallen stack members. Assess recovery from damage actually inflicted.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Army in the reference table (2)

These counts come from the cited hero table. A scenario and recruitment conditions can change them.

Reference ↗

Vampire Lord — creature appearance in Heroes 7
Source · Game artwork

Necropolis · Elite

Vampire Lord

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Vampire Lord 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 36 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Life Drain: Restores its own health equal to 50% of damage dealt and can recover fallen stack members. Assess recovery from damage actually inflicted.
  • Vigilance: Enemies cannot obtain a flanking bonus against it. Attacking from the side is still possible, but grants no corresponding bonus.
Attack
12
Defense
15
Health
110
Damage · Might
18–25
Initiative
36
Combat movement
6
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
2

Cost per creature: 1430 gold

Growth 2 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Undead

    Does not use ordinary morale and resists poison, fear and mind effects. Ordinary living-target healing and beneficial Light magic do not apply; Light damage increases by 25%.

  • Life Drain

    Restores its own health equal to 50% of damage dealt and can recover fallen stack members. Assess recovery from damage actually inflicted.

  • Vigilance

    Enemies cannot obtain a flanking bonus against it. Attacking from the side is still possible, but grants no corresponding bonus.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Reference ↗

Grim Rider — creature appearance in Heroes 7
Source · Game artwork

Necropolis · Champion

Grim Rider

Base form

How to use this creature in practice

Melee core and holding approaches

Grim Rider 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 18 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Nightmarish Presence: Adjacent enemies lose 30 morale. Nonliving or other morale-immune targets do not provide the aura’s ordinary benefit.
Attack
45
Defense
20
Health
300
Damage · Might
85–95
Initiative
18
Combat movement
6
Ranged reach
—
Morale
0
Luck
10
Base dwelling growth
1

Cost per creature: 4670 gold + 1 shadowsteel

Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Undead

    Does not use ordinary morale and resists poison, fear and mind effects. Ordinary living-target healing and beneficial Light magic do not apply; Light damage increases by 25%.

  • Nightmarish Presence

    Adjacent enemies lose 30 morale. Nonliving or other morale-immune targets do not provide the aura’s ordinary benefit.

Reference ↗

Grim Reaper — creature appearance in Heroes 7
Source · Game artwork

Necropolis · Champion

Grim Reaper

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Grim Reaper 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 7 and Initiative 19 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Nightmarish Presence: Adjacent enemies lose 30 morale. Nonliving or other morale-immune targets do not provide the aura’s ordinary benefit.
  • Fatal Strike: If the hit deals at least 1 damage, it kills at least one enemy creature. The effect can therefore threaten even a highly durable individual target.
Attack
50
Defense
20
Health
350
Damage · Might
100–110
Initiative
19
Combat movement
7
Ranged reach
—
Morale
0
Luck
25
Base dwelling growth
1

Cost per creature: 6070 gold + 2 shadowsteel + 1 starsilver

Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Undead

    Does not use ordinary morale and resists poison, fear and mind effects. Ordinary living-target healing and beneficial Light magic do not apply; Light damage increases by 25%.

  • Nightmarish Presence

    Adjacent enemies lose 30 morale. Nonliving or other morale-immune targets do not provide the aura’s ordinary benefit.

  • Fatal Strike

    If the hit deals at least 1 damage, it kills at least one enemy creature. The effect can therefore threaten even a highly durable individual target.

Reference ↗

Bone Dragon — creature appearance in Heroes 7
Source · Game artwork

Necropolis · Champion

Bone Dragon

Base form

How to use this creature in practice

Melee core and holding approaches

Bone Dragon 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 19 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Soul-flaying Breath: The Dark beam damages enemies with decreasing strength at greater distances. Near and distant targets need not take the same damage from one breath.
Attack
25
Defense
40
Health
400
Damage · Dark
70–86
Initiative
19
Combat movement
5
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
1

Cost per creature: 4670 gold + 1 dragonsteel

Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Undead

    Does not use ordinary morale and resists poison, fear and mind effects. Ordinary living-target healing and beneficial Light magic do not apply; Light damage increases by 25%.

  • Soul-flaying Breath

    The Dark beam damages enemies with decreasing strength at greater distances. Near and distant targets need not take the same damage from one breath.

Reference ↗

Spectral Dragon — creature appearance in Heroes 7
Source · Game artwork

Necropolis · Champion

Spectral Dragon

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Spectral Dragon 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 22 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Soul-flaying Breath: The Dark beam damages enemies with decreasing strength at greater distances. Near and distant targets need not take the same damage from one breath.
  • Soul Reaver: Transfers 1 mana from the enemy hero to your hero per killed creature. Mana gained from one hit is capped by the hero’s Magic attribute.
Attack
25
Defense
45
Health
450
Damage · Might
80–100
Initiative
22
Combat movement
6
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
1

Cost per creature: 6070 gold + 2 dragonsteel + 1 Dragonblood crystals

Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Undead

    Does not use ordinary morale and resists poison, fear and mind effects. Ordinary living-target healing and beneficial Light magic do not apply; Light damage increases by 25%.

  • Soul-flaying Breath

    The Dark beam damages enemies with decreasing strength at greater distances. Near and distant targets need not take the same damage from one breath.

  • Soul Reaver

    Transfers 1 mana from the enemy hero to your hero per killed creature. Mana gained from one hit is capped by the hero’s Magic attribute.

Reference ↗

Namtaru — creature appearance in Heroes 7
Source · Game artwork

Necropolis · Warfare unit

Namtaru

How to use this creature in practice

Warfare unit with its own support or attack

Removes harmful Light magic from allies and strengthens their damage. Against an enemy uses a Dark hit; the table below describes that offensive mode.

Watch for: Read eligible targets and restrictions on this unit’s card. Healing living creatures, repairing mechanical allies and protective shrouds have different conditions.

Timing, specific abilities and the follow-up plan

Compare Initiative 18, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.

Attack
5
Defense
5
Health
600
Damage · Dark
16–24
Initiative
18
Combat movement
—
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
—

Cost per creature: 1500 gold

A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.

Abilities and limitations

  • Warfare role

    Removes harmful Light magic from allies and strengthens their damage. Against an enemy uses a Dark hit; the table below describes that offensive mode.

Reference effect by stage 1–5
StageDamage
116–24
229–41
338–52
442–58
560–80

Reference ↗

Spitting Spider — creature appearance in Heroes 7
Source · Game artwork

How to use this creature in practice

Siege warfare unit

Bombards town walls and fortifications. The listed damage applies to siege targets; do not automatically transfer it to ordinary creatures.

Watch for: Do not use listed siege damage as an ordinary hit against every creature. A Warfare stage is not a stack count.

Timing, specific abilities and the follow-up plan

Compare Initiative 100, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.

Attack
0
Defense
8
Health
2100
Damage · Dark
65–105
Initiative
100
Combat movement
—
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
—

Cost per creature: Not included in this inventory

A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.

Abilities and limitations

  • Warfare role

    Bombards town walls and fortifications. The listed damage applies to siege targets; do not automatically transfer it to ordinary creatures.

Reference effect by stage 1–5
StageDamage
165–105
280–130
3105–165
4140–200
5195–235

Reference ↗

Gnoll — creature appearance in Heroes 7
Source · Game artwork

Stronghold · Core

Gnoll

Base form

How to use this creature in practice

Ranged stack requiring usable line of sight

Gnoll needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 4 and Initiative 18 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

Attack
4
Defense
0
Health
10
Damage · Might
1–2
Initiative
18
Combat movement
4
Ranged reach
Half
Morale
0
Luck
0
Base dwelling growth
24

Cost per creature: 38 gold

Growth 24 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

No additional special ability in the reference table.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Army in the reference table (6)

These counts come from the cited hero table. A scenario and recruitment conditions can change them.

Reference ↗

Gnoll Hunter — creature appearance in Heroes 7
Source · Game artwork

Stronghold · Core

Gnoll Hunter

Upgraded form

How to use this creature in practice

Ranged stack requiring usable line of sight

Gnoll Hunter needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 4 and Initiative 21 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Opportunity Attack: When not engaged in melee, can fire a free half-damage shot at an enemy attacked in melee. Allied attack order can therefore generate additional hits.
Attack
4
Defense
0
Health
10
Damage · Might
2
Initiative
21
Combat movement
4
Ranged reach
Half
Morale
0
Luck
0
Base dwelling growth
24

Cost per creature: 49 gold

Growth 24 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Opportunity Attack

    When not engaged in melee, can fire a free half-damage shot at an enemy attacked in melee. Allied attack order can therefore generate additional hits.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Reference ↗

Harpy — creature appearance in Heroes 7
Source · Game artwork

Stronghold · Core

Harpy

Base form

How to use this creature in practice

Melee core and holding approaches

Harpy 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 25 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Strike and Return: Returns to its starting position after attacking if that position remains free. Returning does not itself determine the enemy’s right to retaliate.
Attack
1
Defense
0
Health
12
Damage · Might
2–3
Initiative
25
Combat movement
6
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
20

Cost per creature: 45 gold

Growth 20 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Strike and Return

    Returns to its starting position after attacking if that position remains free. Returning does not itself determine the enemy’s right to retaliate.

Heroes connected to this creature

Army in the reference table (7)

These counts come from the cited hero table. A scenario and recruitment conditions can change them.

Reference ↗

Fury — creature appearance in Heroes 7
Source · Game artwork

Stronghold · Core

Fury

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Fury 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 30 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Strike and Return: Returns to its starting position after attacking if that position remains free. Returning does not itself determine the enemy’s right to retaliate.
  • No Retaliation: The target cannot normally retaliate against this creature’s attack. Its later independent action is not disabled.
Attack
1
Defense
0
Health
13
Damage · Might
2–3
Initiative
30
Combat movement
6
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
20

Cost per creature: 59 gold

Growth 20 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Strike and Return

    Returns to its starting position after attacking if that position remains free. Returning does not itself determine the enemy’s right to retaliate.

  • No Retaliation

    The target cannot normally retaliate against this creature’s attack. Its later independent action is not disabled.

Reference ↗

Brute — creature appearance in Heroes 7
Source · Game artwork

Stronghold · Core

Brute

Base form

How to use this creature in practice

Melee core and holding approaches

Brute 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 17 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Demonic Lineage: Fire spells and effects deal half damage, while Fire damage from enemy creature attacks is reduced by 25%. Light damage increases by 25%; the damage source changes which protection applies.
Attack
5
Defense
1
Health
21
Damage · Might
2–6
Initiative
17
Combat movement
4
Ranged reach
—
Morale
5
Luck
0
Base dwelling growth
12

Cost per creature: 92 gold

Growth 12 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Demonic Lineage

    Fire spells and effects deal half damage, while Fire damage from enemy creature attacks is reduced by 25%. Light damage increases by 25%; the damage source changes which protection applies.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Army in the reference table (10)

These counts come from the cited hero table. A scenario and recruitment conditions can change them.

Reference ↗

Crusher — creature appearance in Heroes 7
Source · Game artwork

Stronghold · Core

Crusher

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Crusher 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 20 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Demonic Lineage: Fire spells and effects deal half damage, while Fire damage from enemy creature attacks is reduced by 25%. Light damage increases by 25%; the damage source changes which protection applies.
  • Unfettered: Resists all movement reduction. Choose another tool besides ordinary slowing when trying to stop its advance.
Attack
6
Defense
2
Health
25
Damage · Might
3–7
Initiative
20
Combat movement
5
Ranged reach
—
Morale
5
Luck
0
Base dwelling growth
12

Cost per creature: 120 gold

Growth 12 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Demonic Lineage

    Fire spells and effects deal half damage, while Fire damage from enemy creature attacks is reduced by 25%. Light damage increases by 25%; the damage source changes which protection applies.

  • Unfettered

    Resists all movement reduction. Choose another tool besides ordinary slowing when trying to stop its advance.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Reference ↗

Centaur — creature appearance in Heroes 7
Source · Game artwork

Stronghold · Elite

Centaur

Base form

How to use this creature in practice

Ranged stack requiring usable line of sight

Centaur needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 4 and Initiative 21 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Mobile Shooter: Can move and shoot or shoot and then move. Action order lets it maintain distance after its own hit.
Attack
9
Defense
3
Health
28
Damage · Might
5–8
Initiative
21
Combat movement
4
Ranged reach
Half
Morale
0
Luck
0
Base dwelling growth
7

Cost per creature: 215 gold

Growth 7 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Mobile Shooter

    Can move and shoot or shoot and then move. Action order lets it maintain distance after its own hit.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Army in the reference table (2)

These counts come from the cited hero table. A scenario and recruitment conditions can change them.

Reference ↗

Centaur Marauder — creature appearance in Heroes 7
Source · Game artwork

Stronghold · Elite

Centaur Marauder

Upgraded form

How to use this creature in practice

Ranged stack requiring usable line of sight

Centaur Marauder needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 5 and Initiative 26 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Mobile Shooter: Can move and shoot or shoot and then move. Action order lets it maintain distance after its own hit.
  • Maneuver: When retaliating against a melee attack moves away and returns fire. Available nearby space therefore affects the response.
Attack
9
Defense
5
Health
34
Damage · Might
6–10
Initiative
26
Combat movement
5
Ranged reach
Full
Morale
0
Luck
0
Base dwelling growth
7

Cost per creature: 280 gold

Growth 7 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Mobile Shooter

    Can move and shoot or shoot and then move. Action order lets it maintain distance after its own hit.

  • Maneuver

    When retaliating against a melee attack moves away and returns fire. Available nearby space therefore affects the response.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Reference ↗

Sand Wyvern — creature appearance in Heroes 7
Source · Game artwork

Stronghold · Elite

Sand Wyvern

Base form

How to use this creature in practice

Melee core and holding approaches

Sand Wyvern 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 31 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Regeneration: Restores 20 health to a wounded surviving creature at its own turn end. This is not ordinary resurrection of every fallen stack member.
  • Earth resistance: Earth spells and effects deal half damage; the matching elemental component of an enemy attack is reduced by 25%. The damage source determines which reduction applies.
Attack
4
Defense
3
Health
38
Damage · Might
6–10
Initiative
31
Combat movement
6
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
6

Cost per creature: 250 gold

Growth 6 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Regeneration

    Restores 20 health to a wounded surviving creature at its own turn end. This is not ordinary resurrection of every fallen stack member.

  • Earth resistance

    Earth spells and effects deal half damage; the matching elemental component of an enemy attack is reduced by 25%. The damage source determines which reduction applies.

Reference ↗

Venomous Wyvern — creature appearance in Heroes 7
Source · Game artwork

Stronghold · Elite

Venomous Wyvern

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Venomous Wyvern 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 7 and Initiative 32 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Regeneration: Restores 20 health to a wounded surviving creature at its own turn end. This is not ordinary resurrection of every fallen stack member.
  • Earth resistance: Earth spells and effects deal half damage; the matching elemental component of an enemy attack is reduced by 25%. The damage source determines which reduction applies.
Attack
4
Defense
4
Health
45
Damage · Might
7–12
Initiative
32
Combat movement
7
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
6

Cost per creature: 316 gold

Growth 6 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Regeneration

    Restores 20 health to a wounded surviving creature at its own turn end. This is not ordinary resurrection of every fallen stack member.

  • Earth resistance

    Earth spells and effects deal half damage; the matching elemental component of an enemy attack is reduced by 25%. The damage source determines which reduction applies.

  • Acid Spit

    The first hit is followed by 50% of its damage next round and 25% the round afterward. The initial strike does not represent all future losses.

Reference ↗

Basilisk Rider — creature appearance in Heroes 7
Source · Game artwork

Stronghold · Elite

Basilisk Rider

Base form

How to use this creature in practice

Melee core and holding approaches

Basilisk Rider 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 16 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Petrification: A critical hit disables the target through its next turn or until further damage. Another hit can release a dangerous opponent by breaking the status.
Attack
10
Defense
10
Health
120
Damage · Might
18–23
Initiative
16
Combat movement
5
Ranged reach
—
Morale
0
Luck
10
Base dwelling growth
2

Cost per creature: 1100 gold

Growth 2 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Petrification

    A critical hit disables the target through its next turn or until further damage. Another hit can release a dangerous opponent by breaking the status.

Reference ↗

Basilisk Lancer — creature appearance in Heroes 7
Source · Game artwork

Stronghold · Elite

Basilisk Lancer

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Basilisk Lancer 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 17 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Petrification: A critical hit disables the target through its next turn or until further damage. Another hit can release a dangerous opponent by breaking the status.
  • Long Reach: A small creature cannot retaliate against this attack. Do not automatically expect the same conditional protection against a large target.
Attack
12
Defense
10
Health
155
Damage · Might
25–27
Initiative
17
Combat movement
6
Ranged reach
—
Morale
0
Luck
10
Base dwelling growth
2

Cost per creature: 1430 gold

Growth 2 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Petrification

    A critical hit disables the target through its next turn or until further damage. Another hit can release a dangerous opponent by breaking the status.

  • Long Reach

    A small creature cannot retaliate against this attack. Do not automatically expect the same conditional protection against a large target.

Reference ↗

Cyclops — creature appearance in Heroes 7
Source · Game artwork

Stronghold · Champion

Cyclops

Base form

How to use this creature in practice

Melee core and holding approaches

Cyclops 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 14 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Demonic Lineage: Fire spells and effects deal half damage, while Fire damage from enemy creature attacks is reduced by 25%. Light damage increases by 25%; the damage source changes which protection applies.
  • Sweeping Bash: Hits enemies in a smaller arc beside the target and disables critically hit victims through their next turn. Assess critical results for the targets actually struck.
Attack
22
Defense
32
Health
450
Damage · Might
75–90
Initiative
14
Combat movement
4
Ranged reach
—
Morale
0
Luck
10
Base dwelling growth
1

Cost per creature: 4670 gold + 1 Dragonblood crystals

Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Demonic Lineage

    Fire spells and effects deal half damage, while Fire damage from enemy creature attacks is reduced by 25%. Light damage increases by 25%; the damage source changes which protection applies.

  • Sweeping Bash

    Hits enemies in a smaller arc beside the target and disables critically hit victims through their next turn. Assess critical results for the targets actually struck.

Reference ↗

Enraged Cyclops — creature appearance in Heroes 7
Source · Game artwork

Stronghold · Champion

Enraged Cyclops

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Enraged Cyclops 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 15 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Demonic Lineage: Fire spells and effects deal half damage, while Fire damage from enemy creature attacks is reduced by 25%. Light damage increases by 25%; the damage source changes which protection applies.
  • Sweeping Bash: Hits enemies in a smaller arc beside the target and disables critically hit victims through their next turn. Assess critical results for the targets actually struck.
Attack
24
Defense
38
Health
500
Damage · Might
85–100
Initiative
15
Combat movement
4
Ranged reach
—
Morale
0
Luck
10
Base dwelling growth
1

Cost per creature: 6070 gold + 2 Dragonblood crystals + 1 starsilver

Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Demonic Lineage

    Fire spells and effects deal half damage, while Fire damage from enemy creature attacks is reduced by 25%. Light damage increases by 25%; the damage source changes which protection applies.

  • Sweeping Bash

    Hits enemies in a smaller arc beside the target and disables critically hit victims through their next turn. Assess critical results for the targets actually struck.

  • Fiery Eye

    Shoots at full range with reference damage of 40–47 Fire. This ranged option is a separate ability rather than something inferred from the card’s melee attack.

Reference ↗

Behemoth — creature appearance in Heroes 7
Source · Game artwork

Stronghold · Champion

Behemoth

Base form

How to use this creature in practice

Melee core and holding approaches

Behemoth 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 22 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Piercing Claws: Hits ignore half of target defense. This is not a fixed addition of 50% to final damage.
Attack
32
Defense
25
Health
420
Damage · Might
70–85
Initiative
22
Combat movement
5
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
1

Cost per creature: 4670 gold + 1 dragonsteel

Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Piercing Claws

    Hits ignore half of target defense. This is not a fixed addition of 50% to final damage.

Reference ↗

Ancient Behemoth — creature appearance in Heroes 7
Source · Game artwork

Stronghold · Champion

Ancient Behemoth

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Ancient Behemoth 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 23 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Piercing Claws: Hits ignore half of target defense. This is not a fixed addition of 50% to final damage.
  • Mighty Pounce: Once per battle leaps up to twice movement and hits adjacent enemies without retaliation. The landing position determines how many targets are reached.
Attack
35
Defense
25
Health
450
Damage · Might
80–100
Initiative
23
Combat movement
6
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
1

Cost per creature: 6070 gold + 2 dragonsteel + 1 shadowsteel

Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Piercing Claws

    Hits ignore half of target defense. This is not a fixed addition of 50% to final damage.

  • Mighty Pounce

    Once per battle leaps up to twice movement and hits adjacent enemies without retaliation. The landing position determines how many targets are reached.

Reference ↗

Dreamwalker — creature appearance in Heroes 7
Source · Game artwork

Stronghold · Warfare unit

Dreamwalker

How to use this creature in practice

Warfare unit with its own support or attack

Uses health restoration on an ally or Earth damage against an enemy. Each mode has its own sequence of values by stage.

Watch for: Read eligible targets and restrictions on this unit’s card. Healing living creatures, repairing mechanical allies and protective shrouds have different conditions.

Timing, specific abilities and the follow-up plan

Compare Initiative 21, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.

Attack
5
Defense
5
Health
600
Damage · Earth
20–28
Initiative
21
Combat movement
—
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
—

Cost per creature: 1500 gold

A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.

Abilities and limitations

  • Warfare role

    Uses health restoration on an ally or Earth damage against an enemy. Each mode has its own sequence of values by stage.

Reference effect by stage 1–5
StageHealth restoredDamage
12020–28
24035–48
36045–62
412050–68
530070–95

Reference ↗

Tamed Cyclops — creature appearance in Heroes 7
Source · Game artwork

Stronghold · Warfare unit

Tamed Cyclops

How to use this creature in practice

Siege warfare unit

Bombards town walls and fortifications. The listed damage applies to siege targets; do not automatically transfer it to ordinary creatures.

Watch for: Do not use listed siege damage as an ordinary hit against every creature. A Warfare stage is not a stack count.

Timing, specific abilities and the follow-up plan

Compare Initiative 100, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.

Attack
0
Defense
12
Health
3900
Damage · Might
75–115
Initiative
100
Combat movement
—
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
—

Cost per creature: Not included in this inventory

A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.

The source reverses Tamed Cyclops’s stage-four damage bounds. That value remains unverified rather than being presented as a valid range.

Abilities and limitations

  • Warfare role

    Bombards town walls and fortifications. The listed damage applies to siege targets; do not automatically transfer it to ordinary creatures.

Reference effect by stage 1–5
StageDamage
175–115
2100–150
3135–195
4Unverified
5245–285

Reference ↗

Pixie — creature appearance in Heroes 7
Source · Game artwork

Sylvan · Core

Pixie

Base form

How to use this creature in practice

Melee core and holding approaches

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

Attack
5
Defense
1
Health
11
Damage · Earth
2
Initiative
35
Combat movement
5
Ranged reach
—
Morale
5
Luck
5
Base dwelling growth
19

Cost per creature: 48 gold

Growth 19 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

No additional special ability in the reference table.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Army in the reference table (9)

These counts come from the cited hero table. A scenario and recruitment conditions can change them.

Reference ↗

Sprite — creature appearance in Heroes 7
Source · Game artwork

Sylvan · Core

Sprite

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Sprite 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 38 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • No Retaliation: The target cannot normally retaliate against this creature’s attack. Its later independent action is not disabled.
Attack
5
Defense
1
Health
12
Damage · Earth
2–3
Initiative
38
Combat movement
6
Ranged reach
—
Morale
5
Luck
5
Base dwelling growth
19

Cost per creature: 62 gold

Growth 19 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • No Retaliation

    The target cannot normally retaliate against this creature’s attack. Its later independent action is not disabled.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Reference ↗

Dryad — creature appearance in Heroes 7
Source · Game artwork

Sylvan · Core

Dryad

Base form

How to use this creature in practice

Melee core and holding approaches

Dryad 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 22 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Treant Synergy: Adds 5 defense to itself and adjacent allies and restores adjacent allied Treants’ health at turn end. Neighbor type and position therefore matter.
Attack
2
Defense
2
Health
11
Damage · Earth
2
Initiative
22
Combat movement
5
Ranged reach
—
Morale
5
Luck
0
Base dwelling growth
20

Cost per creature: 45 gold

Growth 20 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Treant Synergy

    Adds 5 defense to itself and adjacent allies and restores adjacent allied Treants’ health at turn end. Neighbor type and position therefore matter.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Army in the reference table (8)

These counts come from the cited hero table. A scenario and recruitment conditions can change them.

Reference ↗

Oak Dryad — creature appearance in Heroes 7
Source · Game artwork

Sylvan · Core

Oak Dryad

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Oak Dryad 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 27 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Treant Synergy: Adds 5 defense to itself and adjacent allies and restores adjacent allied Treants’ health at turn end. Neighbor type and position therefore matter.
  • Gift of Life: Mother Treant’s regeneration can recover fallen Dryads. Recovery planning therefore depends on creature type as well as missing health.
Attack
2
Defense
2
Health
16
Damage · Earth
2–3
Initiative
27
Combat movement
5
Ranged reach
—
Morale
5
Luck
5
Base dwelling growth
20

Cost per creature: 59 gold

Growth 20 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Treant Synergy

    Adds 5 defense to itself and adjacent allies and restores adjacent allied Treants’ health at turn end. Neighbor type and position therefore matter.

  • Gift of Life

    Mother Treant’s regeneration can recover fallen Dryads. Recovery planning therefore depends on creature type as well as missing health.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Reference ↗

Hunter — creature appearance in Heroes 7
Source · Game artwork

Sylvan · Core

Hunter

Base form

How to use this creature in practice

Ranged stack requiring usable line of sight

Hunter needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 4 and Initiative 19 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

Attack
5
Defense
3
Health
15
Damage · Might
2–4
Initiative
19
Combat movement
4
Ranged reach
Half
Morale
5
Luck
0
Base dwelling growth
11

Cost per creature: 100 gold

Growth 11 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

No additional special ability in the reference table.

Heroes connected to this creature

Army in the reference table (5)

These counts come from the cited hero table. A scenario and recruitment conditions can change them.

Reference ↗

Master Hunter — creature appearance in Heroes 7
Source · Game artwork

Sylvan · Core

Master Hunter

Upgraded form

How to use this creature in practice

Ranged stack requiring usable line of sight

Master Hunter needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 4 and Initiative 20 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Double Shot: A second shot occurs only if the first ranged hit kills at least one creature. Retaliation can occur after the first hit.
Attack
5
Defense
3
Health
17
Damage · Might
2–4
Initiative
20
Combat movement
4
Ranged reach
Half
Morale
5
Luck
0
Base dwelling growth
11

Cost per creature: 130 gold

Growth 11 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Double Shot

    A second shot occurs only if the first ranged hit kills at least one creature. Retaliation can occur after the first hit.

Reference ↗

Druid — creature appearance in Heroes 7
Source · Game artwork

Sylvan · Elite

Druid

Base form

How to use this creature in practice

Ranged stack requiring usable line of sight

Druid needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 4 and Initiative 23 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Leaf Daggers: Once per battle fires at full range through a line of enemies, ignoring defense and cover. A good line can achieve more than a normal single-target attack.
Attack
6
Defense
6
Health
27
Damage · Earth
5–8
Initiative
23
Combat movement
4
Ranged reach
Half
Morale
5
Luck
0
Base dwelling growth
6

Cost per creature: 250 gold

Growth 6 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Leaf Daggers

    Once per battle fires at full range through a line of enemies, ignoring defense and cover. A good line can achieve more than a normal single-target attack.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Army in the reference table (1)

These counts come from the cited hero table. A scenario and recruitment conditions can change them.

Reference ↗

Druid Elder — creature appearance in Heroes 7
Source · Game artwork

Sylvan · Elite

Druid Elder

Upgraded form

How to use this creature in practice

Ranged stack requiring usable line of sight

Druid Elder needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 4 and Initiative 25 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Leaf Daggers: Once per battle fires at full range through a line of enemies, ignoring defense and cover. A good line can achieve more than a normal single-target attack.
  • Thorns: Creates a 2 × 2 area for three rounds. An enemy starting its turn there loses 3 movement and takes 10 Earth damage per Druid Elder if it moves.
Attack
7
Defense
7
Health
32
Damage · Earth
6–9
Initiative
25
Combat movement
4
Ranged reach
Full
Morale
5
Luck
0
Base dwelling growth
6

Cost per creature: 320 gold

Growth 6 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Leaf Daggers

    Once per battle fires at full range through a line of enemies, ignoring defense and cover. A good line can achieve more than a normal single-target attack.

  • Thorns

    Creates a 2 × 2 area for three rounds. An enemy starting its turn there loses 3 movement and takes 10 Earth damage per Druid Elder if it moves.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Reference ↗

Blade Dancer — creature appearance in Heroes 7
Source · Game artwork

Sylvan · Elite

Blade Dancer

Base form

How to use this creature in practice

Melee core and holding approaches

Blade Dancer 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 29 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Vigilance: Enemies cannot obtain a flanking bonus against it. Attacking from the side is still possible, but grants no corresponding bonus.
Attack
9
Defense
6
Health
38
Damage · Might
9–13
Initiative
29
Combat movement
5
Ranged reach
—
Morale
5
Luck
0
Base dwelling growth
5

Cost per creature: 280 gold

Growth 5 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Vigilance

    Enemies cannot obtain a flanking bonus against it. Attacking from the side is still possible, but grants no corresponding bonus.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Army in the reference table (1)

These counts come from the cited hero table. A scenario and recruitment conditions can change them.

Reference ↗

Blade Master — creature appearance in Heroes 7
Source · Game artwork

Sylvan · Elite

Blade Master

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Blade Master 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 34 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Vigilance: Enemies cannot obtain a flanking bonus against it. Attacking from the side is still possible, but grants no corresponding bonus.
  • Whirling Death: One attack hits every adjacent enemy. Positioning among targets matters beyond the strength of the main enemy stack.
Attack
9
Defense
6
Health
48
Damage · Might
9–13
Initiative
34
Combat movement
5
Ranged reach
—
Morale
5
Luck
0
Base dwelling growth
5

Cost per creature: 370 gold

Growth 5 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Vigilance

    Enemies cannot obtain a flanking bonus against it. Attacking from the side is still possible, but grants no corresponding bonus.

  • Whirling Death

    One attack hits every adjacent enemy. Positioning among targets matters beyond the strength of the main enemy stack.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Reference ↗

Moon Doe — creature appearance in Heroes 7
Source · Game artwork

Sylvan · Elite

Moon Doe

Base form

How to use this creature in practice

Melee core and holding approaches

Moon Doe 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 37 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Unfettered: Resists all movement reduction. Choose another tool besides ordinary slowing when trying to stop its advance.
Attack
13
Defense
13
Health
120
Damage · Might
17–23
Initiative
37
Combat movement
6
Ranged reach
—
Morale
5
Luck
5
Base dwelling growth
2

Cost per creature: 1100 gold

Growth 2 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Unfettered

    Resists all movement reduction. Choose another tool besides ordinary slowing when trying to stop its advance.

Reference ↗

Sun Deer — creature appearance in Heroes 7
Source · Game artwork

Sylvan · Elite

Sun Deer

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Sun Deer 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 42 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Unfettered: Resists all movement reduction. Choose another tool besides ordinary slowing when trying to stop its advance.
  • Inspiring Presence: The creature and adjacent allies gain 20 morale and 20 luck. These modify both attributes rather than adding fixed direct damage.
Attack
15
Defense
13
Health
130
Damage · Might
19–25
Initiative
42
Combat movement
6
Ranged reach
—
Morale
5
Luck
5
Base dwelling growth
2

Cost per creature: 1430 gold

Growth 2 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Unfettered

    Resists all movement reduction. Choose another tool besides ordinary slowing when trying to stop its advance.

  • Inspiring Presence

    The creature and adjacent allies gain 20 morale and 20 luck. These modify both attributes rather than adding fixed direct damage.

Reference ↗

Treant — creature appearance in Heroes 7
Source · Game artwork

Sylvan · Champion

Treant

Base form

How to use this creature in practice

Ranged stack requiring usable line of sight

Treant needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 3 and Initiative 12 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Living Shelter: Gains 10 defense, covers allies and stops passing enemies while letting allies through. The protection ends when it moves or attacks.
Attack
22
Defense
35
Health
400
Damage · Might
50–70
Initiative
12
Combat movement
3
Ranged reach
Full
Morale
5
Luck
0
Base dwelling growth
1

Cost per creature: 4670 gold + 1 starsilver

Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Living Shelter

    Gains 10 defense, covers allies and stops passing enemies while letting allies through. The protection ends when it moves or attacks.

Reference ↗

Ancient Treant — creature appearance in Heroes 7
Source · Game artwork

Sylvan · Champion

Ancient Treant

Upgraded form

How to use this creature in practice

Ranged stack requiring usable line of sight

Ancient Treant needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 3 and Initiative 15 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Living Shelter: Gains 10 defense, covers allies and stops passing enemies while letting allies through. The protection ends when it moves or attacks.
  • Entangling Roots: The target cannot move or use movement-based abilities until the Treant moves. This is not a general prohibition on all spells or shooting.
Attack
24
Defense
42
Health
460
Damage · Might
68–90
Initiative
15
Combat movement
3
Ranged reach
Full
Morale
5
Luck
5
Base dwelling growth
1

Cost per creature: 6070 gold + 2 starsilver + 1 Dragonblood crystals

Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Living Shelter

    Gains 10 defense, covers allies and stops passing enemies while letting allies through. The protection ends when it moves or attacks.

  • Entangling Roots

    The target cannot move or use movement-based abilities until the Treant moves. This is not a general prohibition on all spells or shooting.

Reference ↗

Green Dragon — creature appearance in Heroes 7
Source · Game artwork

Sylvan · Champion

Green Dragon

Base form

How to use this creature in practice

Melee core and holding approaches

Green Dragon 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 11 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Regeneration: Restores 300 health to a wounded surviving creature at its own turn end. This is not ordinary resurrection of every fallen stack member.
  • Earth immunity: Resists harmful Earth spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Attack
25
Defense
25
Health
500
Damage · Earth
75–77
Initiative
11
Combat movement
5
Ranged reach
—
Morale
0
Luck
10
Base dwelling growth
1

Cost per creature: 4670 gold + 1 shadowsteel

Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Regeneration

    Restores 300 health to a wounded surviving creature at its own turn end. This is not ordinary resurrection of every fallen stack member.

  • Earth immunity

    Resists harmful Earth spells and effects. The corresponding elemental component of enemy attacks deals only half damage.

Reference ↗

Emerald Dragon — creature appearance in Heroes 7
Source · Game artwork

Sylvan · Champion

Emerald Dragon

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Emerald Dragon 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 12 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Regeneration: Restores 300 health to a wounded surviving creature at its own turn end. This is not ordinary resurrection of every fallen stack member.
  • Earth immunity: Resists harmful Earth spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Attack
30
Defense
25
Health
600
Damage · Earth
75–77
Initiative
12
Combat movement
5
Ranged reach
—
Morale
0
Luck
15
Base dwelling growth
1

Cost per creature: 6070 gold + 2 shadowsteel + 1 dragonsteel

Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Regeneration

    Restores 300 health to a wounded surviving creature at its own turn end. This is not ordinary resurrection of every fallen stack member.

  • Earth immunity

    Resists harmful Earth spells and effects. The corresponding elemental component of enemy attacks deals only half damage.

  • Acid Breath

    The acid cone adds 50% of the original damage next round and another 25% a round later. Spacing limits the number of affected stacks.

Reference ↗

Mother Treant — creature appearance in Heroes 7
Source · Game artwork

Sylvan · Warfare unit

Mother Treant

How to use this creature in practice

Warfare unit with its own support or attack

Provides regeneration for three rounds, triggered at target turn start. Gift of Life determines recovery of fallen Dryads.

Watch for: Read eligible targets and restrictions on this unit’s card. Healing living creatures, repairing mechanical allies and protective shrouds have different conditions.

Timing, specific abilities and the follow-up plan

Compare Initiative 12, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.

Attack
—
Defense
5
Health
300
Damage · Might
—
Initiative
12
Combat movement
—
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
—

Cost per creature: 500 gold

A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.

Abilities and limitations

  • Warfare role

    Provides regeneration for three rounds, triggered at target turn start. Gift of Life determines recovery of fallen Dryads.

Reference effect by stage 1–5
StageHealth restored
120
240
360
4120
5300

Reference ↗

Sylvan Ballista — creature appearance in Heroes 7
Source · Game artwork

Sylvan · Warfare unit

Sylvan Ballista

How to use this creature in practice

Warfare unit with its own support or attack

Fires on enemy stacks. The table lists hit strength by stage; control and further modifiers depend on the hero and Warfare.

Watch for: Read eligible targets and restrictions on this unit’s card. Healing living creatures, repairing mechanical allies and protective shrouds have different conditions.

Timing, specific abilities and the follow-up plan

Compare Initiative 27, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.

Attack
5
Defense
5
Health
200
Damage · Might
14–22
Initiative
27
Combat movement
—
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
—

Cost per creature: 1000 gold

A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.

Abilities and limitations

  • Warfare role

    Fires on enemy stacks. The table lists hit strength by stage; control and further modifiers depend on the hero and Warfare.

Reference effect by stage 1–5
StageDamage
114–22
225–38
332–49
436–54
550–75

Reference ↗

Greater Earth Elemental — creature appearance in Heroes 7
Source · Game artwork

How to use this creature in practice

Siege warfare unit

Bombards town walls and fortifications. The listed damage applies to siege targets; do not automatically transfer it to ordinary creatures.

Watch for: Do not use listed siege damage as an ordinary hit against every creature. A Warfare stage is not a stack count.

Timing, specific abilities and the follow-up plan

Compare Initiative 100, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.

Attack
0
Defense
8
Health
2100
Damage · Might
65–105
Initiative
100
Combat movement
—
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
—

Cost per creature: Not included in this inventory

A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.

Abilities and limitations

  • Warfare role

    Bombards town walls and fortifications. The listed damage applies to siege targets; do not automatically transfer it to ordinary creatures.

Reference effect by stage 1–5
StageDamage
165–105
280–130
3105–165
4140–200
5195–235

Reference ↗

Stalker — creature appearance in Heroes 7
Source · Game artwork

Dungeon · Core

Stalker

Base form

How to use this creature in practice

Ranged stack requiring usable line of sight

Stalker needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 5 and Initiative 18 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

Attack
4
Defense
0
Health
12
Damage · Might
1–2
Initiative
18
Combat movement
5
Ranged reach
Half
Morale
0
Luck
5
Base dwelling growth
19

Cost per creature: 48 gold

Growth 19 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

No additional special ability in the reference table.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Army in the reference table (8)

These counts come from the cited hero table. A scenario and recruitment conditions can change them.

Reference ↗

Tracker — creature appearance in Heroes 7
Source · Game artwork

Dungeon · Core

Tracker

Upgraded form

How to use this creature in practice

Ranged stack requiring usable line of sight

Tracker needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 5 and Initiative 20 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Armor Piercing: The ranged attack ignores target defense. Other hit rules still matter, including damage type and specific immunities.
Attack
4
Defense
1
Health
14
Damage · Might
1–2
Initiative
20
Combat movement
5
Ranged reach
Half
Morale
0
Luck
5
Base dwelling growth
19

Cost per creature: 62 gold

Growth 19 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Armor Piercing

    The ranged attack ignores target defense. Other hit rules still matter, including damage type and specific immunities.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Reference ↗

Assassin — creature appearance in Heroes 7
Source · Game artwork

Dungeon · Core

Assassin

Base form

How to use this creature in practice

Melee core and holding approaches

Assassin 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 24 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Backstab: Increases the total flanking bonus by 50%. It requires flanking rather than automatically increasing every attack by 50%.
Attack
3
Defense
1
Health
10
Damage · Might
2–3
Initiative
24
Combat movement
5
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
20

Cost per creature: 45 gold

Growth 20 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Backstab

    Increases the total flanking bonus by 50%. It requires flanking rather than automatically increasing every attack by 50%.

Heroes connected to this creature

Army in the reference table (7)

These counts come from the cited hero table. A scenario and recruitment conditions can change them.

Reference ↗

Shade — creature appearance in Heroes 7
Source · Game artwork

Dungeon · Core

Shade

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Shade 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 28 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Backstab: Increases the total flanking bonus by 50%. It requires flanking rather than automatically increasing every attack by 50%.
  • Poisoned Blades: Deals Dark damage at target turn start for three rounds. The base per Shade progresses through 2, 4 and 6; the first tick is not the entire effect.
Attack
3
Defense
1
Health
11
Damage · Might
2–3
Initiative
28
Combat movement
5
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
20

Cost per creature: 59 gold

Growth 20 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Backstab

    Increases the total flanking bonus by 50%. It requires flanking rather than automatically increasing every attack by 50%.

  • Poisoned Blades

    Deals Dark damage at target turn start for three rounds. The base per Shade progresses through 2, 4 and 6; the first tick is not the entire effect.

Reference ↗

Troglodyte — creature appearance in Heroes 7
Source · Game artwork

Dungeon · Core

Troglodyte

Base form

How to use this creature in practice

Melee core and holding approaches

Troglodyte 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 17 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Blind: A naturally blind creature cannot be blinded. This is not an active attack that blinds opponents.
  • Earth immunity: Resists harmful Earth spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Attack
3
Defense
4
Health
25
Damage · Might
3–5
Initiative
17
Combat movement
5
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
9

Cost per creature: 123 gold

Growth 9 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Blind

    A naturally blind creature cannot be blinded. This is not an active attack that blinds opponents.

  • Earth immunity

    Resists harmful Earth spells and effects. The corresponding elemental component of enemy attacks deals only half damage.

Heroes connected to this creature

Army in the reference table (8)

These counts come from the cited hero table. A scenario and recruitment conditions can change them.

Reference ↗

Chthonian — creature appearance in Heroes 7
Source · Game artwork

Dungeon · Core

Chthonian

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Chthonian 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 25 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Blind: A naturally blind creature cannot be blinded. This is not an active attack that blinds opponents.
  • Earth immunity: Resists harmful Earth spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Attack
6
Defense
4
Health
35
Damage · Earth
4–5
Initiative
25
Combat movement
5
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
9

Cost per creature: 159 gold

Growth 9 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Blind

    A naturally blind creature cannot be blinded. This is not an active attack that blinds opponents.

  • Earth immunity

    Resists harmful Earth spells and effects. The corresponding elemental component of enemy attacks deals only half damage.

Reference ↗

Medusa — creature appearance in Heroes 7
Source · Game artwork

Dungeon · Elite

Medusa

Base form

How to use this creature in practice

Ranged stack requiring usable line of sight

Medusa needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 4 and Initiative 28 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Mesmerize: A critical hit disables the target through its next turn or until it takes further damage. Consider whether a following hit would break the control just gained.
Attack
4
Defense
2
Health
34
Damage · Dark
6–9
Initiative
28
Combat movement
4
Ranged reach
Half
Morale
0
Luck
10
Base dwelling growth
Not stated

Cost per creature: 280 gold

Abilities and limitations

  • Mesmerize

    A critical hit disables the target through its next turn or until it takes further damage. Consider whether a following hit would break the control just gained.

Reference ↗

Medusa Sorceress — creature appearance in Heroes 7
Source · Game artwork

Dungeon · Elite

Medusa Sorceress

Upgraded form

How to use this creature in practice

Ranged stack requiring usable line of sight

Medusa Sorceress needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 5 and Initiative 33 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Mesmerize: A critical hit disables the target through its next turn or until it takes further damage. Consider whether a following hit would break the control just gained.
  • Mobile Shooter: Can move and shoot or shoot and then move. Action order lets it maintain distance after its own hit.
Attack
6
Defense
3
Health
39
Damage · Dark
7–10
Initiative
33
Combat movement
5
Ranged reach
Half
Morale
0
Luck
10
Base dwelling growth
Not stated

Cost per creature: 370 gold

Abilities and limitations

  • Mesmerize

    A critical hit disables the target through its next turn or until it takes further damage. Consider whether a following hit would break the control just gained.

  • Mobile Shooter

    Can move and shoot or shoot and then move. Action order lets it maintain distance after its own hit.

Reference ↗

Strider — creature appearance in Heroes 7
Source · Game artwork

Dungeon · Elite

Strider

Base form

How to use this creature in practice

Melee core and holding approaches

Strider 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 27 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Construct: Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.
  • Dark immunity: Resists harmful Dark spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Attack
9
Defense
8
Health
50
Damage · Might
12–16
Initiative
27
Combat movement
5
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
Not stated

Cost per creature: 340 gold

Abilities and limitations

  • Construct

    Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.

  • Dark immunity

    Resists harmful Dark spells and effects. The corresponding elemental component of enemy attacks deals only half damage.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Army in the reference table (1)

These counts come from the cited hero table. A scenario and recruitment conditions can change them.

Reference ↗

Soulless — creature appearance in Heroes 7
Source · Game artwork

Dungeon · Elite

Soulless

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Soulless 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 32 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Construct: Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.
  • Dark immunity: Resists harmful Dark spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Attack
11
Defense
8
Health
60
Damage · Might
12–16
Initiative
32
Combat movement
6
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
Not stated

Cost per creature: 440 gold

Abilities and limitations

  • Construct

    Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.

  • Dark immunity

    Resists harmful Dark spells and effects. The corresponding elemental component of enemy attacks deals only half damage.

  • Heart of Darkness

    The creature and adjacent allies take half Light spell damage and 25% less Light attack damage. Nearby enemies become 25% more vulnerable to Dark damage.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Reference ↗

Minotaur — creature appearance in Heroes 7
Source · Game artwork

Dungeon · Elite

Minotaur

Base form

How to use this creature in practice

Melee core and holding approaches

Minotaur 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 21 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Preemptive Strike: Retaliates before the attacker’s hit lands. Casualties can therefore weaken the blow that has yet to arrive.
Attack
17
Defense
10
Health
140
Damage · Might
20–29
Initiative
21
Combat movement
4
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
Not stated

Cost per creature: 1100 gold

Abilities and limitations

  • Preemptive Strike

    Retaliates before the attacker’s hit lands. Casualties can therefore weaken the blow that has yet to arrive.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Army in the reference table (1)

These counts come from the cited hero table. A scenario and recruitment conditions can change them.

Reference ↗

Minotaur Guard — creature appearance in Heroes 7
Source · Game artwork

Dungeon · Elite

Minotaur Guard

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Minotaur 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 5 and Initiative 24 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Preemptive Strike: Retaliates before the attacker’s hit lands. Casualties can therefore weaken the blow that has yet to arrive.
  • No Retaliation: The target cannot normally retaliate against this creature’s attack. Its later independent action is not disabled.
Attack
17
Defense
13
Health
160
Damage · Might
20–29
Initiative
24
Combat movement
5
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
Not stated

Cost per creature: 1430 gold

Abilities and limitations

  • Preemptive Strike

    Retaliates before the attacker’s hit lands. Casualties can therefore weaken the blow that has yet to arrive.

  • No Retaliation

    The target cannot normally retaliate against this creature’s attack. Its later independent action is not disabled.

Heroes connected to this creature

Growth while governing a town (1)

This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.

Reference ↗

Cave Hydra — creature appearance in Heroes 7
Source · Game artwork

Dungeon · Champion

Cave Hydra

Base form

How to use this creature in practice

Melee core and holding approaches

Cave Hydra 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 25 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Six-headed attack: Hits enemies in a broad arc around the main target. Check which adjacent stacks are actually affected before attacking.
Attack
30
Defense
22
Health
500
Damage · Might
64–85
Initiative
25
Combat movement
5
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
1

Cost per creature: 4670 gold + 1 Dragonblood crystals

Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Six-headed attack

    Hits enemies in a broad arc around the main target. Check which adjacent stacks are actually affected before attacking.

Reference ↗

Dark Hydra — creature appearance in Heroes 7
Source · Game artwork

Dungeon · Champion

Dark Hydra

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Dark Hydra 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 25 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Six-headed attack: Hits enemies in a broad arc around the main target. Check which adjacent stacks are actually affected before attacking.
  • Life Drain: Restores its own health equal to 50% of damage dealt and can recover fallen stack members. Assess recovery from damage actually inflicted.
Attack
35
Defense
22
Health
530
Damage · Dark
70–90
Initiative
25
Combat movement
5
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
1

Cost per creature: 6070 gold + 2 Dragonblood crystals + 1 starsilver

Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Six-headed attack

    Hits enemies in a broad arc around the main target. Check which adjacent stacks are actually affected before attacking.

  • Life Drain

    Restores its own health equal to 50% of damage dealt and can recover fallen stack members. Assess recovery from damage actually inflicted.

Reference ↗

Shadow Dragon — creature appearance in Heroes 7
Source · Game artwork

Dungeon · Champion

Shadow Dragon

Base form

How to use this creature in practice

Melee core and holding approaches

Shadow Dragon 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 29 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Withering Breath: Dark breath adds half the original damage next round and 25% a round later. The cone can affect several stacks together.
  • Dark immunity: Resists harmful Dark spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Attack
25
Defense
20
Health
400
Damage · Dark
70–80
Initiative
29
Combat movement
5
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
1

Cost per creature: 4670 gold + 1 shadowsteel

Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Withering Breath

    Dark breath adds half the original damage next round and 25% a round later. The cone can affect several stacks together.

  • Dark immunity

    Resists harmful Dark spells and effects. The corresponding elemental component of enemy attacks deals only half damage.

Reference ↗

Black Dragon — creature appearance in Heroes 7
Source · Game artwork

Dungeon · Champion

Black Dragon

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Black Dragon 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 30 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Withering Breath: Dark breath adds half the original damage next round and 25% a round later. The cone can affect several stacks together.
  • Magic Immunity: Cannot be targeted by harmful spells or effects from any school. Magical components of enemy attacks deal half damage; this does not universally cancel every magical hit.
Attack
25
Defense
22
Health
450
Damage · Dark
80–95
Initiative
30
Combat movement
6
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
1

Cost per creature: 6070 gold + 2 shadowsteel + 1 dragonsteel

Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Withering Breath

    Dark breath adds half the original damage next round and 25% a round later. The cone can affect several stacks together.

  • Magic Immunity

    Cannot be targeted by harmful spells or effects from any school. Magical components of enemy attacks deal half damage; this does not universally cancel every magical hit.

Reference ↗

Faceless — creature appearance in Heroes 7
Source · Game artwork

Dungeon · Warfare unit

Faceless

How to use this creature in practice

Warfare unit with its own support or attack

Wraps an ally in a protective Dark shroud. At the next melee attack the shroud deals the listed Dark damage to the attacker.

Watch for: Read eligible targets and restrictions on this unit’s card. Healing living creatures, repairing mechanical allies and protective shrouds have different conditions.

Timing, specific abilities and the follow-up plan

Compare Initiative 35, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.

Attack
—
Defense
5
Health
300
Damage · Might
—
Initiative
35
Combat movement
—
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
—

Cost per creature: 500 gold

A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.

Abilities and limitations

  • Warfare role

    Wraps an ally in a protective Dark shroud. At the next melee attack the shroud deals the listed Dark damage to the attacker.

Reference effect by stage 1–5
StageDamage
130
245
360
490
5120

Reference ↗

Shadow Lurker — creature appearance in Heroes 7
Source · Game artwork

Dungeon · Warfare unit

Shadow Lurker

How to use this creature in practice

Warfare unit with its own support or attack

Fires on enemy stacks. The table lists hit strength by stage; control and further modifiers depend on the hero and Warfare.

Watch for: Read eligible targets and restrictions on this unit’s card. Healing living creatures, repairing mechanical allies and protective shrouds have different conditions.

Timing, specific abilities and the follow-up plan

Compare Initiative 25, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.

Attack
10
Defense
5
Health
250
Damage · Might
14–22
Initiative
25
Combat movement
—
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
—

Cost per creature: 1000 gold

A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.

Abilities and limitations

  • Warfare role

    Fires on enemy stacks. The table lists hit strength by stage; control and further modifiers depend on the hero and Warfare.

Reference effect by stage 1–5
StageDamage
114–22
225–38
332–49
436–54
550–75

Reference ↗

Cave Wyvern — creature appearance in Heroes 7
Source · Game artwork

Dungeon · Warfare unit

Cave Wyvern

How to use this creature in practice

Siege warfare unit

Bombards town walls and fortifications. The listed damage applies to siege targets; do not automatically transfer it to ordinary creatures.

Watch for: Do not use listed siege damage as an ordinary hit against every creature. A Warfare stage is not a stack count.

Timing, specific abilities and the follow-up plan

Compare Initiative 100, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.

Attack
0
Defense
10
Health
3000
Damage · Earth
70–110
Initiative
100
Combat movement
—
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
—

Cost per creature: Not included in this inventory

A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.

Abilities and limitations

  • Warfare role

    Bombards town walls and fortifications. The listed damage applies to siege targets; do not automatically transfer it to ordinary creatures.

Reference effect by stage 1–5
StageDamage
170–110
290–140
3120–180
4160–220
5220–260

Reference ↗

Kobold Scout — creature appearance in Heroes 7
Source · Game artwork

Fortress · Core

Kobold Scout

Base form

How to use this creature in practice

Ranged stack requiring usable line of sight

Kobold Scout needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 5 and Initiative 20 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

Attack
1
Defense
2
Health
10
Damage · Might
2
Initiative
20
Combat movement
5
Ranged reach
Half
Morale
0
Luck
0
Base dwelling growth
23

Cost per creature: 40 gold

Content: Trial by Fire

Growth 23 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

No additional special ability in the reference table.

Heroes connected to this creature

Army in the reference table (7)

These counts come from the cited hero table. A scenario and recruitment conditions can change them.

Reference ↗

Kobold Pathfinder — creature appearance in Heroes 7
Source · Game artwork

Fortress · Core

Kobold Pathfinder

Upgraded form

How to use this creature in practice

Ranged stack requiring usable line of sight

Kobold Pathfinder needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 5 and Initiative 23 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Nimble: Gains 10 defense against a large creature’s attack or retaliation and prevents that creature from flanking it. The condition does not apply to a small opponent.
Attack
3
Defense
2
Health
11
Damage · Might
2
Initiative
23
Combat movement
5
Ranged reach
Half
Morale
0
Luck
0
Base dwelling growth
23

Cost per creature: 51 gold

Content: Trial by Fire

Growth 23 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Nimble

    Gains 10 defense against a large creature’s attack or retaliation and prevents that creature from flanking it. The condition does not apply to a small opponent.

Reference ↗

Defender — creature appearance in Heroes 7
Source · Game artwork

Fortress · Core

Defender

Base form

How to use this creature in practice

Melee core and holding approaches

Defender 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 13 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

Attack
2
Defense
9
Health
18
Damage · Might
1–2
Initiative
13
Combat movement
4
Ranged reach
—
Morale
5
Luck
0
Base dwelling growth
22

Cost per creature: 41 gold

Content: Trial by Fire

Growth 22 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

No additional special ability in the reference table.

Heroes connected to this creature

Army in the reference table (7)

These counts come from the cited hero table. A scenario and recruitment conditions can change them.

Reference ↗

Shieldguard — creature appearance in Heroes 7
Source · Game artwork

Fortress · Core

Shieldguard

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Shieldguard 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 15 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Dwarven Shieldwall: Gains 5 defense against attacks without flanking. Those attacks and retaliations also cannot stun it, making attack direction relevant.
Attack
3
Defense
10
Health
22
Damage · Might
1–2
Initiative
15
Combat movement
4
Ranged reach
—
Morale
5
Luck
0
Base dwelling growth
22

Cost per creature: 54 gold

Content: Trial by Fire

Growth 22 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Dwarven Shieldwall

    Gains 5 defense against attacks without flanking. Those attacks and retaliations also cannot stun it, making attack direction relevant.

Reference ↗

Bear — creature appearance in Heroes 7
Source · Game artwork

Fortress · Core

Bear

Base form

How to use this creature in practice

Melee core and holding approaches

Bear 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 14 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Wild: After an enemy melee attack strikes back twice and disables critically hit opponents through their next turn. An enemy retaliation does not trigger this response.
Attack
3
Defense
4
Health
26
Damage · Might
3–4
Initiative
14
Combat movement
4
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
7

Cost per creature: 158 gold

Content: Trial by Fire

Growth 7 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Wild

    After an enemy melee attack strikes back twice and disables critically hit opponents through their next turn. An enemy retaliation does not trigger this response.

Heroes connected to this creature

Army in the reference table (4)

These counts come from the cited hero table. A scenario and recruitment conditions can change them.

Reference ↗

Blackbear — creature appearance in Heroes 7
Source · Game artwork

Fortress · Core

Blackbear

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Blackbear 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 18 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Wild: After an enemy melee attack strikes back twice and disables critically hit opponents through their next turn. An enemy retaliation does not trigger this response.
  • Rage: After an enemy ranged hit gains 3 damage, 2 movement and resistance to harmful mind effects through its next turn. Shooting can therefore help it reach a counterattack.
Attack
4
Defense
5
Health
32
Damage · Might
3–4
Initiative
18
Combat movement
4
Ranged reach
—
Morale
0
Luck
10
Base dwelling growth
7

Cost per creature: 174 gold

Content: Trial by Fire

Growth 7 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Wild

    After an enemy melee attack strikes back twice and disables critically hit opponents through their next turn. An enemy retaliation does not trigger this response.

  • Rage

    After an enemy ranged hit gains 3 damage, 2 movement and resistance to harmful mind effects through its next turn. Shooting can therefore help it reach a counterattack.

Reference ↗

Dis — creature appearance in Heroes 7
Source · Game artwork

Fortress · Elite

Dis

Base form

How to use this creature in practice

Melee core and holding approaches

Dis 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 29 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Soulfire: Adjacent stacks gain 15 morale and 2 movement, including when merely passing the creature. A planned movement path can therefore prepare another attack.
Attack
5
Defense
5
Health
30
Damage · Fire
8–11
Initiative
29
Combat movement
6
Ranged reach
—
Morale
5
Luck
5
Base dwelling growth
6

Cost per creature: 280 gold

Content: Trial by Fire

Growth 6 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Soulfire

    Adjacent stacks gain 15 morale and 2 movement, including when merely passing the creature. A planned movement path can therefore prepare another attack.

Reference ↗

Valkyrie — creature appearance in Heroes 7
Source · Game artwork

Fortress · Elite

Valkyrie

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Valkyrie 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 34 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Soulfire: Adjacent stacks gain 15 morale and 2 movement, including when merely passing the creature. A planned movement path can therefore prepare another attack.
  • Fire Shield: Returns 25% of damage from a direct melee attack or retaliation as Fire damage. Account for the cost of making contact.
Attack
6
Defense
7
Health
36
Damage · Fire
8–11
Initiative
34
Combat movement
6
Ranged reach
—
Morale
5
Luck
5
Base dwelling growth
6

Cost per creature: 370 gold

Content: Trial by Fire

Growth 6 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Soulfire

    Adjacent stacks gain 15 morale and 2 movement, including when merely passing the creature. A planned movement path can therefore prepare another attack.

  • Fire Shield

    Returns 25% of damage from a direct melee attack or retaliation as Fire damage. Account for the cost of making contact.

Reference ↗

Lava Elemental — creature appearance in Heroes 7
Source · Game artwork

Fortress · Elite

Lava Elemental

Base form

How to use this creature in practice

Melee core and holding approaches

Lava 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 22 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Fire immunity: Resists harmful Fire spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
  • Water vulnerability: Takes 25% more Water damage. Other magic schools do not automatically exploit this particular weakness.
Attack
7
Defense
10
Health
52
Damage · Fire
9–11
Initiative
22
Combat movement
5
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
6

Cost per creature: 280 gold

Content: Trial by Fire

Growth 6 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Fire immunity

    Resists harmful Fire spells and effects. The corresponding elemental component of enemy attacks deals only half damage.

  • Water vulnerability

    Takes 25% more Water damage. Other magic schools do not automatically exploit this particular weakness.

Reference ↗

Magma Elemental — creature appearance in Heroes 7
Source · Game artwork

Fortress · Elite

Magma Elemental

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Magma 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 6 and Initiative 25 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Fire immunity: Resists harmful Fire spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
  • Water vulnerability: Takes 25% more Water damage. Other magic schools do not automatically exploit this particular weakness.
Attack
8
Defense
12
Health
66
Damage · Fire
9–11
Initiative
25
Combat movement
6
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
6

Cost per creature: 370 gold

Content: Trial by Fire

Growth 6 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Fire immunity

    Resists harmful Fire spells and effects. The corresponding elemental component of enemy attacks deals only half damage.

  • Water vulnerability

    Takes 25% more Water damage. Other magic schools do not automatically exploit this particular weakness.

  • Magma Pond

    Creates a 4 × 4 area beneath itself until the next round ends. Entering or starting a turn in the magma deals 10 Fire damage.

Reference ↗

Rune Priest — creature appearance in Heroes 7
Source · Game artwork

Fortress · Elite

Rune Priest

Base form

How to use this creature in practice

Ranged stack requiring usable line of sight

Rune Priest needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 4 and Initiative 24 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Rune of Balance: Enables a 3 × 3 aura sharing damage to an ally among allied stacks inside. Once per battle the rune can also remove enemy buffs and allied debuffs in range.
Attack
11
Defense
10
Health
110
Damage · Fire
14–16
Initiative
24
Combat movement
4
Ranged reach
Half
Morale
10
Luck
0
Base dwelling growth
2

Cost per creature: 1100 gold

Content: Trial by Fire

Growth 2 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Rune of Balance

    Enables a 3 × 3 aura sharing damage to an ally among allied stacks inside. Once per battle the rune can also remove enemy buffs and allied debuffs in range.

Reference ↗

Rune Patriarch — creature appearance in Heroes 7
Source · Game artwork

Fortress · Elite

Rune Patriarch

Upgraded form

How to use this creature in practice

Ranged stack requiring usable line of sight

Rune Patriarch needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 4 and Initiative 28 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Rune of Balance: Enables a 3 × 3 aura sharing damage to an ally among allied stacks inside. Once per battle the rune can also remove enemy buffs and allied debuffs in range.
  • Rune Teleport: Teleports to a friendly rune, destroys it and retains its aura for the battle. Consuming the rune is part of the movement’s cost.
Attack
11
Defense
12
Health
115
Damage · Fire
15–20
Initiative
28
Combat movement
4
Ranged reach
Full
Morale
10
Luck
0
Base dwelling growth
2

Cost per creature: 1430 gold

Content: Trial by Fire

Growth 2 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Rune of Balance

    Enables a 3 × 3 aura sharing damage to an ally among allied stacks inside. Once per battle the rune can also remove enemy buffs and allied debuffs in range.

  • Rune Teleport

    Teleports to a friendly rune, destroys it and retains its aura for the battle. Consuming the rune is part of the movement’s cost.

Reference ↗

Fire Giant — creature appearance in Heroes 7
Source · Game artwork

Fortress · Champion

Fire Giant

Base form

How to use this creature in practice

Melee core and holding approaches

Fire Giant 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 14 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Magma Blood: Resists harmful Fire magic. Fire damage from an enemy attack can kill at most the first creature in the stack, greatly changing large Fire hits.
  • Water vulnerability: Takes 25% more Water damage. Other magic schools do not automatically exploit this particular weakness.
Attack
20
Defense
38
Health
535
Damage · Fire
65–80
Initiative
14
Combat movement
5
Ranged reach
—
Morale
5
Luck
0
Base dwelling growth
1

Cost per creature: 4670 gold + 1 starsilver

Content: Trial by Fire

Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Magma Blood

    Resists harmful Fire magic. Fire damage from an enemy attack can kill at most the first creature in the stack, greatly changing large Fire hits.

  • Water vulnerability

    Takes 25% more Water damage. Other magic schools do not automatically exploit this particular weakness.

Reference ↗

Einherjar — creature appearance in Heroes 7
Source · Game artwork

Fortress · Champion

Einherjar

Upgraded form

How to use this creature in practice

Ranged stack requiring usable line of sight

Einherjar needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 5 and Initiative 16 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Magma Blood: Resists harmful Fire magic. Fire damage from an enemy attack can kill at most the first creature in the stack, greatly changing large Fire hits.
  • Water vulnerability: Takes 25% more Water damage. Other magic schools do not automatically exploit this particular weakness.
Attack
25
Defense
38
Health
535
Damage · Fire
75–90
Initiative
16
Combat movement
5
Ranged reach
Full
Morale
5
Luck
0
Base dwelling growth
1

Cost per creature: 6071 gold + 2 starsilver + 1 shadowsteel

Content: Trial by Fire

Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Magma Blood

    Resists harmful Fire magic. Fire damage from an enemy attack can kill at most the first creature in the stack, greatly changing large Fire hits.

  • Water vulnerability

    Takes 25% more Water damage. Other magic schools do not automatically exploit this particular weakness.

  • Throwing Hammer

    Makes a full-range shot with 10 extra attack, once per charge. The ability refreshes when a creature in this stack dies.

  • Hammer of Arkath

    A voluntary melee attack also hits stacks and warfare units around the target for 50% damage as Fire. Retaliation does not trigger the area effect.

Reference ↗

Red Dragon — creature appearance in Heroes 7
Source · Game artwork

Fortress · Champion

Red Dragon

Base form

How to use this creature in practice

Melee core and holding approaches

Red Dragon 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 20 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Fire immunity: Resists harmful Fire spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
  • Fire Breath: The Fire cone ignites affected empty tiles until the next round ends. Entering or starting a turn on the fire deals 40 Fire damage.
Attack
35
Defense
20
Health
400
Damage · Fire
60–79
Initiative
20
Combat movement
5
Ranged reach
—
Morale
0
Luck
10
Base dwelling growth
1

Cost per creature: 4670 gold + 1 Dragonblood crystals

Content: Trial by Fire

Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Fire immunity

    Resists harmful Fire spells and effects. The corresponding elemental component of enemy attacks deals only half damage.

  • Fire Breath

    The Fire cone ignites affected empty tiles until the next round ends. Entering or starting a turn on the fire deals 40 Fire damage.

Reference ↗

Ardent Dragon — creature appearance in Heroes 7
Source · Game artwork

Fortress · Champion

Ardent Dragon

Upgraded form

How to use this creature in practice

Melee core and holding approaches

Ardent Dragon 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 23 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Fire immunity: Resists harmful Fire spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
  • Fire Breath: The Fire cone ignites affected empty tiles until the next round ends. Entering or starting a turn on the fire deals 40 Fire damage.
Attack
40
Defense
20
Health
450
Damage · Fire
70–85
Initiative
23
Combat movement
6
Ranged reach
—
Morale
0
Luck
10
Base dwelling growth
1

Cost per creature: 6071 gold + 2 Dragonblood crystals + 1 dragonsteel

Content: Trial by Fire

Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Fire immunity

    Resists harmful Fire spells and effects. The corresponding elemental component of enemy attacks deals only half damage.

  • Fire Breath

    The Fire cone ignites affected empty tiles until the next round ends. Entering or starting a turn on the fire deals 40 Fire damage.

  • Trail of Fire

    Movement or attacking leaves fire until the next round ends. Entering or starting a turn on the trail deals 25 Fire damage.

Reference ↗

Runestone — creature appearance in Heroes 7
Source · Game artwork

Fortress · Warfare unit

Runestone

How to use this creature in practice

Warfare unit with its own support or attack

Restores allies’ health in the first three columns of their deployment. Friendly runes affecting the targets further scale stage five; 50 is not an unconditional final total.

Watch for: Read eligible targets and restrictions on this unit’s card. Healing living creatures, repairing mechanical allies and protective shrouds have different conditions.

Timing, specific abilities and the follow-up plan

Compare Initiative 9, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.

Attack
—
Defense
5
Health
300
Damage · Might
—
Initiative
9
Combat movement
—
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
—

Cost per creature: 500 gold

Content: Trial by Fire

A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.

Abilities and limitations

  • Warfare role

    Restores allies’ health in the first three columns of their deployment. Friendly runes affecting the targets further scale stage five; 50 is not an unconditional final total.

Reference effect by stage 1–5
StageHealth restored
111
214
317
420
550

Reference ↗

Dwarven Ballista — creature appearance in Heroes 7
Source · Game artwork

Fortress · Warfare unit

Dwarven Ballista

How to use this creature in practice

Warfare unit with its own support or attack

Fires on enemy stacks. The table lists hit strength by stage; control and further modifiers depend on the hero and Warfare.

Watch for: Read eligible targets and restrictions on this unit’s card. Healing living creatures, repairing mechanical allies and protective shrouds have different conditions.

Timing, specific abilities and the follow-up plan

Compare Initiative 17, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.

Attack
5
Defense
10
Health
300
Damage · Might
14–22
Initiative
17
Combat movement
—
Ranged reach
Full
Morale
0
Luck
0
Base dwelling growth
—

Cost per creature: 1000 gold

Content: Trial by Fire

A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.

Abilities and limitations

  • Warfare role

    Fires on enemy stacks. The table lists hit strength by stage; control and further modifiers depend on the hero and Warfare.

Reference effect by stage 1–5
StageDamage
114–22
225–38
332–49
436–54
550–75

Reference ↗

Fire Cannon — creature appearance in Heroes 7
Source · Game artwork

Fortress · Warfare unit

Fire Cannon

How to use this creature in practice

Siege warfare unit

Bombards town walls and fortifications. The listed damage applies to siege targets; do not automatically transfer it to ordinary creatures.

Watch for: Do not use listed siege damage as an ordinary hit against every creature. A Warfare stage is not a stack count.

Timing, specific abilities and the follow-up plan

Compare Initiative 100, the available action and hero control. Read the five reference stages against Warfare and the current state; assess purchase separately.

Attack
0
Defense
12
Health
3000
Damage · Fire
65–105
Initiative
100
Combat movement
—
Ranged reach
Full
Morale
0
Luck
0
Base dwelling growth
—

Cost per creature: Not included in this inventory

Content: Trial by Fire

A warfare unit has a special role outside ordinary creature recruitment. The card lists a reference baseline; damage, defense and health can change with Warfare stage and hero abilities. Effects for five stages are listed separately.

Abilities and limitations

  • Warfare role

    Bombards town walls and fortifications. The listed damage applies to siege targets; do not automatically transfer it to ordinary creatures.

Reference effect by stage 1–5
StageDamage
165–105
280–130
3105–165
4140–200
5195–235

Reference ↗

Griffin — creature appearance in Heroes 7
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Griffin 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 36 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Unlimited Retaliations: Can answer every attack that permits retaliation. An attacker’s explicit prevention of retaliation remains a separate condition.
Attack
2
Defense
2
Health
22
Damage · Might
2–5
Initiative
36
Combat movement
6
Ranged reach
—
Morale
10
Luck
0
Base dwelling growth
Not stated

Cost per creature: 90 gold

A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.

Abilities and limitations

  • Unlimited Retaliations

    Can answer every attack that permits retaliation. An attacker’s explicit prevention of retaliation remains a separate condition.

Reference ↗

Imperial Griffin — creature appearance in Heroes 7
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Imperial Griffin 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 7 and Initiative 38 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Unlimited Retaliations: Can answer every attack that permits retaliation. An attacker’s explicit prevention of retaliation remains a separate condition.
  • Diving Attack: The creature takes flight and at its next turn start strikes a 2 × 2 area with increased attack and no retaliation. It then lands nearby; resolution depends on the impact area.
Attack
3
Defense
3
Health
24
Damage · Might
3–5
Initiative
38
Combat movement
7
Ranged reach
—
Morale
10
Luck
0
Base dwelling growth
Not stated

Cost per creature: 117 gold

A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.

Abilities and limitations

  • Unlimited Retaliations

    Can answer every attack that permits retaliation. An attacker’s explicit prevention of retaliation remains a separate condition.

  • Diving Attack

    The creature takes flight and at its next turn start strikes a 2 × 2 area with increased attack and no retaliation. It then lands nearby; resolution depends on the impact area.

Reference ↗

Sea Elf Pirate — creature appearance in Heroes 7
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Sea Elf Pirate 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 28 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Cleave: Hits twice during an attack, with possible retaliation between strikes. Casualties from the first exchange can affect the second hit.
  • Sea Warfare: When fighting aboard a ship gains 3 base damage, health, attack, defense, morale, luck, initiative and movement. This ship-based bonus does not apply on land.
Attack
4
Defense
1
Health
23
Damage · Might
3–4
Initiative
28
Combat movement
5
Ranged reach
—
Morale
5
Luck
5
Base dwelling growth
Not stated

Cost per creature: 120 gold

A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.

Abilities and limitations

  • Cleave

    Hits twice during an attack, with possible retaliation between strikes. Casualties from the first exchange can affect the second hit.

  • Sea Warfare

    When fighting aboard a ship gains 3 base damage, health, attack, defense, morale, luck, initiative and movement. This ship-based bonus does not apply on land.

Reference ↗

Air Elemental — creature appearance in Heroes 7
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Air 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 8 and Initiative 44 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Air immunity: Resists harmful Air spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
  • Earth vulnerability: Takes 25% more Earth damage. Other magic schools do not automatically exploit this particular weakness.
Attack
15
Defense
15
Health
140
Damage · Air
20–30
Initiative
44
Combat movement
8
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
Not stated

Cost per creature: 2500 gold + 1 Dragonblood crystals

A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.

Abilities and limitations

  • Air immunity

    Resists harmful Air spells and effects. The corresponding elemental component of enemy attacks deals only half damage.

  • Earth vulnerability

    Takes 25% more Earth damage. Other magic schools do not automatically exploit this particular weakness.

  • Strike and Return

    Returns to its starting position after attacking if that position remains free. Returning does not itself determine the enemy’s right to retaliate.

Reference ↗

Earth Elemental — creature appearance in Heroes 7
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Earth 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 4 and Initiative 11 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Earth immunity: Resists harmful Earth spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
  • Fire vulnerability: Takes 25% more Fire damage. Other magic schools do not automatically exploit this particular weakness.
Attack
13
Defense
17
Health
230
Damage · Earth
25–35
Initiative
11
Combat movement
4
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
Not stated

Cost per creature: 2500 gold + 1 shadowsteel

A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.

Abilities and limitations

  • Earth immunity

    Resists harmful Earth spells and effects. The corresponding elemental component of enemy attacks deals only half damage.

  • Fire vulnerability

    Takes 25% more Fire damage. Other magic schools do not automatically exploit this particular weakness.

  • Bash

    A critical hit prevents retaliation and disables the target through its next turn. An ordinary noncritical hit does not satisfy the trigger.

Reference ↗

Fire Elemental — creature appearance in Heroes 7
Source · Game artwork

How to use this creature in practice

Ranged stack requiring usable line of sight

Fire Elemental needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 5 and Initiative 29 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Fire immunity: Resists harmful Fire spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
  • Water vulnerability: Takes 25% more Water damage. Other magic schools do not automatically exploit this particular weakness.
Attack
17
Defense
13
Health
100
Damage · Fire
15–25
Initiative
29
Combat movement
5
Ranged reach
Half
Morale
0
Luck
5
Base dwelling growth
Not stated

Cost per creature: 2500 gold + 1 dragonsteel

A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.

Abilities and limitations

  • Fire immunity

    Resists harmful Fire spells and effects. The corresponding elemental component of enemy attacks deals only half damage.

  • Water vulnerability

    Takes 25% more Water damage. Other magic schools do not automatically exploit this particular weakness.

  • Nova

    Hits a 3 × 3 area with Fire damage. The ability cannot be used while engaged in melee.

Reference ↗

Water Elemental — creature appearance in Heroes 7
Source · Game artwork

How to use this creature in practice

Ranged stack requiring usable line of sight

Water Elemental needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 4 and Initiative 22 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Water immunity: Resists harmful Water spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
  • Air vulnerability: Takes 25% more Air damage. Other magic schools do not automatically exploit this particular weakness.
Attack
15
Defense
15
Health
150
Damage · Water
20–30
Initiative
22
Combat movement
4
Ranged reach
Half
Morale
0
Luck
5
Base dwelling growth
Not stated

Cost per creature: 2500 gold + 1 starsilver

A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.

Abilities and limitations

  • Water immunity

    Resists harmful Water spells and effects. The corresponding elemental component of enemy attacks deals only half damage.

  • Air vulnerability

    Takes 25% more Air damage. Other magic schools do not automatically exploit this particular weakness.

  • Unlimited Retaliations

    Can answer every attack that permits retaliation. An attacker’s explicit prevention of retaliation remains a separate condition.

Reference ↗

Juggernaut — creature appearance in Heroes 7
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Juggernaut 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 32 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Demonic Lineage: Fire spells and effects deal half damage, while Fire damage from enemy creature attacks is reduced by 25%. Light damage increases by 25%; the damage source changes which protection applies.
  • Charge: Adds 2 to the attack attribute per tile travelled before the hit. This modifies attack rather than using another game’s charge damage percentage.
Attack
8
Defense
6
Health
33
Damage · Might
8–12
Initiative
32
Combat movement
6
Ranged reach
—
Morale
0
Luck
15
Base dwelling growth
Not stated

Cost per creature: 230 gold

A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.

Abilities and limitations

  • Demonic Lineage

    Fire spells and effects deal half damage, while Fire damage from enemy creature attacks is reduced by 25%. Light damage increases by 25%; the damage source changes which protection applies.

  • Charge

    Adds 2 to the attack attribute per tile travelled before the hit. This modifies attack rather than using another game’s charge damage percentage.

  • Unfettered

    Resists all movement reduction. Choose another tool besides ordinary slowing when trying to stop its advance.

Reference ↗

Lilim — creature appearance in Heroes 7
Source · Game artwork

How to use this creature in practice

Ranged stack requiring usable line of sight

Lilim needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 5 and Initiative 27 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Demonic Lineage: Fire spells and effects deal half damage, while Fire damage from enemy creature attacks is reduced by 25%. Light damage increases by 25%; the damage source changes which protection applies.
  • Nova: Hits a 3 × 3 area with Fire damage. The ability cannot be used while engaged in melee.
Attack
15
Defense
10
Health
100
Damage · Fire
12–15
Initiative
27
Combat movement
5
Ranged reach
Full
Morale
0
Luck
10
Base dwelling growth
Not stated

Cost per creature: 1280 gold

A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.

Abilities and limitations

  • Demonic Lineage

    Fire spells and effects deal half damage, while Fire damage from enemy creature attacks is reduced by 25%. Light damage increases by 25%; the damage source changes which protection applies.

  • Nova

    Hits a 3 × 3 area with Fire damage. The ability cannot be used while engaged in melee.

Reference ↗

Shantiri Golem — creature appearance in Heroes 7
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Shantiri Golem 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 17 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Construct: Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.
  • Bash: A critical hit prevents retaliation and disables the target through its next turn. An ordinary noncritical hit does not satisfy the trigger.
Attack
4
Defense
5
Health
40
Damage · Fire
5–8
Initiative
17
Combat movement
5
Ranged reach
—
Morale
0
Luck
10
Base dwelling growth
Not stated

Cost per creature: 140 gold

A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.

Abilities and limitations

  • Construct

    Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.

  • Bash

    A critical hit prevents retaliation and disables the target through its next turn. An ordinary noncritical hit does not satisfy the trigger.

  • Unfettered

    Resists all movement reduction. Choose another tool besides ordinary slowing when trying to stop its advance.

Reference ↗

Shantiri Titan — creature appearance in Heroes 7
Source · Game artwork

How to use this creature in practice

Ranged stack requiring usable line of sight

Shantiri Titan needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 5 and Initiative 22 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Construct: Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.
  • Magic Absorption: Magic damage received from spells empowers the next hit with Prime damage. The additional base damage is capped at creature count × maximum base damage. Example cap for 10 creatures with maximum damage 90: 900 additional base damage before other modifiers.
Attack
25
Defense
25
Health
510
Damage · Earth
75–90
Initiative
22
Combat movement
5
Ranged reach
Full
Morale
0
Luck
10
Base dwelling growth
Not stated

Cost per creature: 5100 gold + 3 starsilver + 1 Dragonblood crystals

A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.

Abilities and limitations

  • Construct

    Resists poison, blindness, mind effects and morale. Ordinary healing and resurrection do not work; repairs must explicitly support constructs.

  • Magic Absorption

    Magic damage received from spells empowers the next hit with Prime damage. The additional base damage is capped at creature count × maximum base damage. Example cap for 10 creatures with maximum damage 90: 900 additional base damage before other modifiers.

  • Rooting

    A normal hit reduces movement by 3 for two rounds. A critical hit also prevents movement and movement-based abilities through the target’s next turn.

  • Regeneration

    Restores 300 health to a wounded surviving creature at its own turn end. This is not ordinary resurrection of every fallen stack member.

Reference ↗

Gold Dragon — creature appearance in Heroes 7
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Gold Dragon 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 8 and Initiative 33 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Breath of Light: The Light beam can hit several enemies; a critically hit target is disabled through its next turn. Check the breath’s line.
  • Light immunity: Resists harmful Light spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Attack
25
Defense
25
Health
450
Damage · Light
63–78
Initiative
33
Combat movement
8
Ranged reach
—
Morale
11
Luck
11
Base dwelling growth
Not stated

Cost per creature: 5100 gold + 3 Dragonblood crystals + 1 dragonsteel

A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.

Abilities and limitations

  • Breath of Light

    The Light beam can hit several enemies; a critically hit target is disabled through its next turn. Check the breath’s line.

  • Light immunity

    Resists harmful Light spells and effects. The corresponding elemental component of enemy attacks deals only half damage.

  • Aura of Purity

    The creature and adjacent allied stacks cannot receive harmful magical statuses. This aura does not itself provide immunity to direct magical damage.

  • Dark vulnerability

    Takes 25% more Dark damage. Other magic schools do not automatically exploit this particular weakness.

Reference ↗

Kappa Shoya — creature appearance in Heroes 7
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Kappa Shoya 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 17 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Water resistance: Water spells and effects deal half damage; the matching elemental component of an enemy attack is reduced by 25%. The damage source determines which reduction applies.
  • Air vulnerability: Takes 25% more Air damage. Other magic schools do not automatically exploit this particular weakness.
Attack
2
Defense
4
Health
17
Damage · Might
2
Initiative
17
Combat movement
4
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
Not stated

Cost per creature: 30 gold

A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.

Abilities and limitations

  • Water resistance

    Water spells and effects deal half damage; the matching elemental component of an enemy attack is reduced by 25%. The damage source determines which reduction applies.

  • Air vulnerability

    Takes 25% more Air damage. Other magic schools do not automatically exploit this particular weakness.

Reference ↗

Shadow Panther — creature appearance in Heroes 7
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Shadow Panther 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 33 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Dark resistance: Dark spells and effects deal half damage; the matching elemental component of an enemy attack is reduced by 25%. The damage source determines which reduction applies.
  • Indomitable: Resists morale reduction, Mesmerize and Face of Fear when attacked. This is not general immunity to direct magical damage.
Attack
4
Defense
1
Health
22
Damage · Might
3–5
Initiative
33
Combat movement
6
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
Not stated

Cost per creature: 90 gold

A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.

Abilities and limitations

  • Dark resistance

    Dark spells and effects deal half damage; the matching elemental component of an enemy attack is reduced by 25%. The damage source determines which reduction applies.

  • Indomitable

    Resists morale reduction, Mesmerize and Face of Fear when attacked. This is not general immunity to direct magical damage.

Reference ↗

Mermaid — creature appearance in Heroes 7
Source · Game artwork

How to use this creature in practice

Ranged stack requiring usable line of sight

Mermaid needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 4 and Initiative 28 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Water immunity: Resists harmful Water spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
  • Air vulnerability: Takes 25% more Air damage. Other magic schools do not automatically exploit this particular weakness.
Attack
5
Defense
8
Health
41
Damage · Water
5–9
Initiative
28
Combat movement
4
Ranged reach
Half
Morale
0
Luck
0
Base dwelling growth
Not stated

Cost per creature: 300 gold

A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.

Abilities and limitations

  • Water immunity

    Resists harmful Water spells and effects. The corresponding elemental component of enemy attacks deals only half damage.

  • Air vulnerability

    Takes 25% more Air damage. Other magic schools do not automatically exploit this particular weakness.

  • Splash

    Bombards a 3 × 3 area. It cannot be used in melee, making shooter protection part of keeping the action available.

Reference ↗

Darkness Elemental — creature appearance in Heroes 7
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Darkness 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 6 and Initiative 33 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Dark immunity: Resists harmful Dark spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
  • Light vulnerability: Takes 25% more Light damage. Other magic schools do not automatically exploit this particular weakness.
Attack
17
Defense
13
Health
160
Damage · Dark
20–30
Initiative
33
Combat movement
6
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
Not stated

Cost per creature: 2000 gold + 1 Dragonblood crystals + 1 shadowsteel

A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.

Abilities and limitations

  • Dark immunity

    Resists harmful Dark spells and effects. The corresponding elemental component of enemy attacks deals only half damage.

  • Light vulnerability

    Takes 25% more Light damage. Other magic schools do not automatically exploit this particular weakness.

  • No Retaliation

    The target cannot normally retaliate against this creature’s attack. Its later independent action is not disabled.

Reference ↗

Light Elemental — creature appearance in Heroes 7
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Light 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 6 and Initiative 33 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Light immunity: Resists harmful Light spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
  • Dark vulnerability: Takes 25% more Dark damage. Other magic schools do not automatically exploit this particular weakness.
Attack
13
Defense
17
Health
150
Damage · Light
20–30
Initiative
33
Combat movement
6
Ranged reach
—
Morale
0
Luck
15
Base dwelling growth
Not stated

Cost per creature: 2000 gold + 1 dragonsteel + 1 starsilver

A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.

Abilities and limitations

  • Light immunity

    Resists harmful Light spells and effects. The corresponding elemental component of enemy attacks deals only half damage.

  • Dark vulnerability

    Takes 25% more Dark damage. Other magic schools do not automatically exploit this particular weakness.

  • Blinding Light

    A critical hit disables the target through its next turn. The effect depends on a critical strike and an eligible target.

Reference ↗

Efreet — creature appearance in Heroes 7
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Efreet 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 32 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Fire immunity: Resists harmful Fire spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
  • Chaos Shield: A melee attacker or retaliating opponent receives a random magical debuff. The specific outcome cannot be selected in advance.
Attack
16
Defense
10
Health
166
Damage · Fire
16–26
Initiative
32
Combat movement
6
Ranged reach
—
Morale
0
Luck
15
Base dwelling growth
Not stated

Cost per creature: 2500 gold + 1 Dragonblood crystals

A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.

Abilities and limitations

  • Fire immunity

    Resists harmful Fire spells and effects. The corresponding elemental component of enemy attacks deals only half damage.

  • Chaos Shield

    A melee attacker or retaliating opponent receives a random magical debuff. The specific outcome cannot be selected in advance.

Reference ↗

White Tiger — creature appearance in Heroes 7
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

White Tiger 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 33 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Preemptive Strike: Retaliates before the attacker’s hit lands. Casualties can therefore weaken the blow that has yet to arrive.
  • Indomitable: Resists morale reduction, Mesmerize and Face of Fear when attacked. This is not general immunity to direct magical damage.
Attack
9
Defense
6
Health
44
Damage · Might
8–15
Initiative
33
Combat movement
6
Ranged reach
—
Morale
5
Luck
0
Base dwelling growth
Not stated

Cost per creature: 400 gold

Content: Lost Tales of Axeoth

A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.

Abilities and limitations

  • Preemptive Strike

    Retaliates before the attacker’s hit lands. Casualties can therefore weaken the blow that has yet to arrive.

  • Indomitable

    Resists morale reduction, Mesmerize and Face of Fear when attacked. This is not general immunity to direct magical damage.

Reference ↗

Lizardman — creature appearance in Heroes 7
Source · Game artwork

How to use this creature in practice

Ranged stack requiring usable line of sight

Lizardman needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 6 and Initiative 11 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Scatter Shot: Hits stacks in a 3 × 3 area for half damage. Check friendly stacks in the area rather than only the main target.
Attack
2
Defense
1
Health
10
Damage · Might
2–3
Initiative
11
Combat movement
6
Ranged reach
Half
Morale
0
Luck
5
Base dwelling growth
Not stated

Cost per creature: 55 gold

Content: Trial by Fire

A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.

Abilities and limitations

  • Scatter Shot

    Hits stacks in a 3 × 3 area for half damage. Check friendly stacks in the area rather than only the main target.

Reference ↗

Black Guard — creature appearance in Heroes 7
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Black 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 19 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Defensive: After Defend, gains unlimited retaliations and prevents flanking bonuses until its next turn. The protection requires actually defending.
Attack
4
Defense
9
Health
35
Damage · Might
3–7
Initiative
19
Combat movement
4
Ranged reach
—
Morale
0
Luck
5
Base dwelling growth
Not stated

Cost per creature: 100 gold

Content: Trial by Fire

A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.

Abilities and limitations

  • Defensive

    After Defend, gains unlimited retaliations and prevents flanking bonuses until its next turn. The protection requires actually defending.

Reference ↗

Arcane Archer — creature appearance in Heroes 7
Source · Game artwork

How to use this creature in practice

Ranged stack requiring usable line of sight

Arcane Archer needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 5 and Initiative 18 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Imploding Arrow: Once per battle fires a shot that pulls creatures within three tiles toward the target and turns them toward it. The new positions can prepare area attacks or flanking.
  • Force Arrows: Ranged attacks ignore 25% of target defense. This neither removes all defense nor provides a fixed 25% bonus to every hit.
Attack
8
Defense
4
Health
26
Damage · Prime
5–12
Initiative
18
Combat movement
5
Ranged reach
Full
Morale
0
Luck
5
Base dwelling growth
Not stated

Cost per creature: 220 gold

Content: Trial by Fire

A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.

Abilities and limitations

  • Imploding Arrow

    Once per battle fires a shot that pulls creatures within three tiles toward the target and turns them toward it. The new positions can prepare area attacks or flanking.

  • Force Arrows

    Ranged attacks ignore 25% of target defense. This neither removes all defense nor provides a fixed 25% bonus to every hit.

Reference ↗

Manticore — creature appearance in Heroes 7
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Manticore 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 21 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Corroding Venom: A voluntary attack reduces target defense by 15 until the end of its next turn. Retaliation does not trigger this trait.
  • Crippling Sting: Makes a half-damage melee attack without retaliation and disables an eligible target through the end of its next turn. Reduced immediate damage trades for control.
Attack
7
Defense
11
Health
62
Damage · Might
8–11
Initiative
21
Combat movement
5
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
Not stated

Cost per creature: 240 gold

Content: Trial by Fire

A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.

Abilities and limitations

  • Corroding Venom

    A voluntary attack reduces target defense by 15 until the end of its next turn. Retaliation does not trigger this trait.

  • Crippling Sting

    Makes a half-damage melee attack without retaliation and disables an eligible target through the end of its next turn. Reduced immediate damage trades for control.

Reference ↗

Firebird — creature appearance in Heroes 7
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Firebird 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 10 and Initiative 34 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Aura of Fire: The creature and adjacent stacks resist Water effects. The name does not itself imply an area Fire damage attack.
  • Fire immunity: Resists harmful Fire spells and effects. The corresponding elemental component of enemy attacks deals only half damage.
Attack
30
Defense
30
Health
400
Damage · Might
70–80
Initiative
34
Combat movement
10
Ranged reach
—
Morale
0
Luck
0
Base dwelling growth
Not stated

Cost per creature: 3800 gold + 3 Dragonblood crystals

Content: Trial by Fire

A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.

Abilities and limitations

  • Aura of Fire

    The creature and adjacent stacks resist Water effects. The name does not itself imply an area Fire damage attack.

  • Fire immunity

    Resists harmful Fire spells and effects. The corresponding elemental component of enemy attacks deals only half damage.

  • Rebirth

    Once per battle a fully destroyed stack can return with half its initial creature count and cleared effects. This does not repeat after every destruction.

Reference ↗

Kraken — creature appearance in Heroes 7
Source · Game artwork

How to use this creature in practice

Melee core and holding approaches

Kraken 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 15 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Stranglehold: A small target hit by an attack or retaliation cannot move until the creature’s next turn, death or movement. This alone does not say the target loses every other action.
  • Ink Spray: The attack deals 30% damage to enemies in part of the area around its target. The main target has a 50% chance of ineffective attacks and retaliation through its next turn.
Attack
30
Defense
30
Health
650
Damage · Might
70–90
Initiative
15
Combat movement
5
Ranged reach
—
Morale
10
Luck
10
Base dwelling growth
Not stated

Cost per creature: 3800 gold

Content: Trial by Fire

A neutral listing does not imply ordinary recruitment in every town. Acquisition depends on the map, scenario, dwelling or special effect.

Abilities and limitations

  • Stranglehold

    A small target hit by an attack or retaliation cannot move until the creature’s next turn, death or movement. This alone does not say the target loses every other action.

  • Ink Spray

    The attack deals 30% damage to enemies in part of the area around its target. The main target has a 50% chance of ineffective attacks and retaliation through its next turn.

Reference ↗

Comparing entries

156 profiles: 112 base and upgraded town creatures from seven factions, 25 neutrals and 19 warfare units. Includes Fortress and other Trial by Fire creatures, separately identifying verified Lost Tales of Axeoth content. Historical Acid Cave stats include rebalanced Champions; this is not a UCP or Heroes 7.5 table. Base dwelling growth has separate references and is still missing for 14 profiles. Warfare units have their own stage 1–5 effect tables; their base parameters do not cover every Warfare level.

Attack and defense are numeric attributes; damage also has its own type or element. Full and half ranged reach describe an attack mode rather than ammunition. Compare Champions with their mutually exclusive dwellings. Warfare units use separate control and scaling; the five stages in their tables are not creature counts.

Battle plans →