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.
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.
Efreet · reference values before bonuses
Creatures
Total cost
Base health
1
2,500 gold
1 Dragonblood crystals
166
5
12,500 gold
5 Dragonblood crystals
830
10
25,000 gold
10 Dragonblood crystals
1,660
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.