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.
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.
Colossus · reference values before bonuses
Creatures
Total cost
Base health
1
5,500 gold
1 dragonsteel
500
5
27,500 gold
5 dragonsteel
2,500
10
55,000 gold
10 dragonsteel
5,000
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.
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.