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Heroes VII · CREATURE PROFILE

Einherjar in Heroes VII: stats, cost and abilities

Einherjar in Heroes VII: Ranged stack requiring usable line of sight. Practical use, abilities, weaknesses, recruitment and 535 base health.

Quick guide: where it fits

Ranged stack requiring usable line of sight

Einherjar needs line of sight to an important target.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions.

Exact dwelling, growth and items →
Einherjar — creature appearance in Heroes 7
Source · Game artwork

Fortress · Champion

Einherjar

Upgraded form

How to use this creature in practice

Ranged stack requiring usable line of sight

Einherjar needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.

Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.

Timing, specific abilities and the follow-up plan

Combat movement 5 and Initiative 16 are separate. Choose a reachable target by current order and the actual physical or magical attack type.

  • Magma Blood: Resists harmful Fire magic. Fire damage from an enemy attack can kill at most the first creature in the stack, greatly changing large Fire hits.
  • Water vulnerability: Takes 25% more Water damage. Other magic schools do not automatically exploit this particular weakness.
Attack
25
Defense
38
Health
535
Damage · Fire
75–90
Initiative
16
Combat movement
5
Ranged reach
Full
Morale
5
Luck
0
Base dwelling growth
1

Cost per creature: 6071 gold + 2 starsilver + 1 shadowsteel

Content: Trial by Fire

Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.

Recruitment-line growth reference ↗

Abilities and limitations

  • Magma Blood

    Resists harmful Fire magic. Fire damage from an enemy attack can kill at most the first creature in the stack, greatly changing large Fire hits.

  • Water vulnerability

    Takes 25% more Water damage. Other magic schools do not automatically exploit this particular weakness.

  • Throwing Hammer

    Makes a full-range shot with 10 extra attack, once per charge. The ability refreshes when a creature in this stack dies.

  • Hammer of Arkath

    A voluntary melee attack also hits stacks and warfare units around the target for 50% damage as Fire. Retaliation does not trigger the area effect.

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 (1)

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.

Einherjar · reference values before bonuses
CreaturesTotal costBase health
1
  • 6,071 gold
  • 2 starsilver
  • 1 shadowsteel
535
5
  • 30,355 gold
  • 10 starsilver
  • 5 shadowsteel
2,675
10
  • 60,710 gold
  • 20 starsilver
  • 10 shadowsteel
5,350

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.