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Heroes VII · CREATURE PROFILE

Djinn Channeler in Heroes VII: stats, cost and abilities

Djinn Channeler in Heroes VII: Melee core and holding approaches. Practical use, abilities, weaknesses, recruitment and 75 base health.

Quick guide: where it fits

Melee core and holding approaches

Djinn Channeler 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 →
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 ↗

Where to obtain and develop this creature

This form uses the upgraded dwelling; construction cost is not the retraining price.

Growth and construction prerequisites (2)

Growth support is not another recruitment site. A prerequisite may unlock one of the recruitment forms.

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.

Djinn Channeler · reference values before bonuses
CreaturesTotal costBase health
1
  • 550 gold
75
5
  • 2,750 gold
375
10
  • 5,500 gold
750

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.