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.
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
Creatures
Total cost
Base 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.
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.