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Heroes VII · CREATURE PROFILE

Air Elemental in Heroes VII: stats, cost and abilities

Air Elemental in Heroes VII: Melee core and holding approaches. Practical use, abilities, weaknesses, recruitment and 140 base health.

Quick guide: where it fits

Melee core and holding approaches

Air Elemental should take reachable melee exchanges or hold an approach to more valuable units.

Watch for: Base stats are not the final exchange result.

Exact dwelling, growth and items →
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 ↗

Where to obtain and develop this creature

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

Reference stack cost and health

These values multiply every resource in the undiscounted reference price and full base health. Hero, equipment, spell, price and growth modifiers are excluded. This is neither final damage or battle survival nor a guarantee that the listed number is available to recruit.

Air Elemental · reference values before bonuses
CreaturesTotal costBase health
1
  • 2,500 gold
  • 1 Dragonblood crystals
140
5
  • 12,500 gold
  • 5 Dragonblood crystals
700
10
  • 25,000 gold
  • 10 Dragonblood crystals
1,400

Reading this profile correctly

Distinguish a base creature from its upgrade and an alternative Champion. Fortress and other content have edition labels. A warfare unit’s five scaling ranks are not creature counts.

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.

Numerical reference source ↗

Original roster scope

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.